Yeah, I can totally see how it can be useful - and by being useful ... I think it highlights the shortcomings of the Houdini UX itself, no doubt. CAD programs are pretty damn good at that sort of stuff - starting a line is just hitting the L key followed directly by arguments, quite similarly to coding. It's interesting…
convert it to a mesh. I think I'm right in remembering that Houdini, Maya etc. have support/plugins and I'm fairly confident meshlab does too. can't see marmoset getting native support really
Alright! Such a long time since I posted anything. Fun to have a project going again! I'm wokring on a rock cliff generator in Houdini with the end goal of making something that's game ready and setup for texturing. It's a portfolio project for school (studying technical art) and I'm very new to the software. The idea came…
I second Silo, and you can grab a 30 day trial download to have a play with. There is also Blender, which is totally free and hos a lot of tutorials out there. I'm having a play with Houdini at home.
Houdini has plenty of volume fiddling tools and Dynamesh is obviously volume based too However, it's nice to have the stack/UI attached and the live editing stuff.. If they'd only put it in an application people use....
Modo + Houdini is a popular direction for those that want to jump off from Autodesk train. It's also double good directions because you don't need ton of plugins to make each of those programs work.
Hello Guys! Working on the sledgehammer project at the moment. Modelled in Houdini, textured in Substance Painter, rendered in Marmoset. It supposed to be a game asset, a melee weapon exactly. I would appreciate you feedback! Especially constructive criticism which could help me to enhance the model!
The Foundry has several products that all focus on high end film VFX. I don't see them making the investment in Modo to make it more suited for games because game developers really don't have a use for the other Foundry products, except for Mari, which is frankly overkill for games as the features that make Mari special…
Thanks for the suggestions. That's definitely something to consider. I've not used Substance Designer much, so I may have to practise that method in my own time at some point. I've also yet to try Houdini too.
Thanks. 1. Are you planing to support Alembic? FBX loading in TB1.0 is slow and even in Modo and Houdini FBX is slow to load, a lot slower than Alembic. 2. Are you planing to support Pixar SubD surfaces?