Houdini Tutorial - About 10 Minutes - How to efficiently retopologize your high polygon count model

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  • เผยแพร่เมื่อ 8 ก.ค. 2024
  • If you like this, visit www.parameter3.com for more Houdini tips and tricks.
    In this fast and quick tutorial, I explain how to take a high resolution (or high polygon count) model and retopologize it into a nice, efficient, and production quality model. It's a useful technique for modeling soft body objects, like a gummy bear. ou will learn all the of the process tips and tricks I used to achieve the same result on your own, all in side of Houdini.
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ความคิดเห็น • 24

  • @warrenhenning8064
    @warrenhenning8064 4 ปีที่แล้ว +11

    We need more Houdini content like this!

    • @mrbennelson
      @mrbennelson  4 ปีที่แล้ว +4

      It’s validating to hear that many are finding these useful. Thanks.

  • @massimobaita7178
    @massimobaita7178 4 ปีที่แล้ว +2

    Thank You very much!

  • @peterxbuilt
    @peterxbuilt ปีที่แล้ว

    Mr.Ben Nelson, helping me again !!!!!

  • @nitzanfx8937
    @nitzanfx8937 3 ปีที่แล้ว +5

    Dude your videos are awesome, they help me so much, keep it up!

  • @irql2
    @irql2 3 ปีที่แล้ว

    You make really good material and are a good teacher. I'd love to see more on some basic procedural modeling for someone coming from blender.

    • @mrbennelson
      @mrbennelson  3 ปีที่แล้ว +1

      Thanks, I appreciate the feedback. I plan to do some more for sure. Just gotta find the time :)

  • @birty_9998
    @birty_9998 3 ปีที่แล้ว +1

    So cool

  • @north6935
    @north6935 6 หลายเดือนก่อน +1

    They just dropped quad remesher for Houdini!!!

    • @mrbennelson
      @mrbennelson  6 หลายเดือนก่อน

      It's about time! Yeah def use that instead of this. I only retopo by hand when absolutely necessary.

  • @ArgoBeats
    @ArgoBeats 4 ปีที่แล้ว +2

    Quad Remesher would be great for this.

    • @mrbennelson
      @mrbennelson  4 ปีที่แล้ว +1

      totally, but as far as I am aware, you have to pay to use that in Houdini.

  • @desocrate
    @desocrate 2 ปีที่แล้ว +1

    Any way to do this procedurally? maybe with a grid and ray sop or something?

  • @bcrbdb
    @bcrbdb 2 ปีที่แล้ว

    Thank you for the great content you are putting together about Houdini! I know that learning modeling concepts, quads, retopology by hand is important and necessary, but Houdini doesn't have an automatic "Remesher" as other programs do? Thanks.

    • @mrbennelson
      @mrbennelson  2 ปีที่แล้ว +1

      Not a quad remesher yet, but I believe they are coming out with one in the near future.
      You can buy separately a license for a quad resmesher in Houdini called Exoside
      The website is here:
      exoside.com/quadremesher/
      That's what I use since Houdini doesn't have one quite yet that comes natively.

    • @bcrbdb
      @bcrbdb 2 ปีที่แล้ว

      @@mrbennelson Awesome! Yup I know exoside, since I'm a beginner in Houdini I was wondering if there was a native node that would do what quad remesher does. Thanks a lot for the prompt and clarifying answer! Would love more content like yours!!

    • @mrbennelson
      @mrbennelson  2 ปีที่แล้ว

      @@bcrbdb Hey thanks Bruno, I appreciate that. -- No, there isn't a native node for clean quad remeshing at the moment in Houdini that I'm aware of.

  • @NextroneOfficial
    @NextroneOfficial 3 ปีที่แล้ว

    Thank you very much! I was looking for a tutorial on retopo in Houdini, i find the tools really easy to use and efficient for fast work. I have one question. When retopo high res mesh, for example i have 20 flowers, and most of them are around 100.000 polys and few have even 4 million, and i would be making a particle system with them as instances. I just run a quick test of how the pc will handle it aaaand it lags extremely it almost not workable. Could you share with mr what would be the optimum situation of poly number for this kind of scenario? They would be flying and some might pass really close to camera. Note that im on a 12ram laptop, with i7 just 12ram. Thanks for posting this!

    • @NextroneOfficial
      @NextroneOfficial 3 ปีที่แล้ว

      I just thought if there coould be some estimate or a standard optimized polygon number for these kinds of things. I guess i will just have to figure it out in the process :D.
      Anyways, love your channel! Hopefully you could make some series. Best.

    • @mrbennelson
      @mrbennelson  3 ปีที่แล้ว

      Milan Bajcetic I’d recommend packing each different flower (you said you had 20 different kinds) and then duplicating these flowers while they are packed geometry. Check out this doc for more info on packed geo in Houdini. Hope this helps! www.sidefx.com/docs/houdini/model/packed.html#overview

  • @sqwert654
    @sqwert654 2 ปีที่แล้ว

    very hard to use this method unless you have a very dense mesh

  • @user-sl309jd90
    @user-sl309jd90 3 ปีที่แล้ว +1

    You should keep making tutorials. Or at least make patreon videos. I will gladly pay

    • @mrbennelson
      @mrbennelson  3 ปีที่แล้ว

      good to know! I'm looking for the time to do so. Backed up with projects.