Modeling with Nurbs, Loft, Revolve, Skin, Converting - Getting Started With Houdini ep. 6

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  • เผยแพร่เมื่อ 10 ก.พ. 2025

ความคิดเห็น • 20

  • @ifaisalstudio
    @ifaisalstudio 2 ปีที่แล้ว +1

    Glad to see new updates, thank you 😊

  • @audiodrocher
    @audiodrocher ปีที่แล้ว

    This was nice. Thanks for emphasizing UE keyboard shortcuts, that was helpful.

  • @oossoonngg
    @oossoonngg  2 ปีที่แล้ว +1

    Check out my Patreon (asset files, scenes, and more): www.patreon.com/osong
    Not a fan of subscriptions? Get the assets directly from my Gumroad page - osong.gumroad.com/l/QTThb
    See the full playlist in the series: th-cam.com/play/PLwiP9Y2SCvQgjR42LlNdivmiVZIv5AbbB.html
    Thanks for watching! Don't hesitate to leave a comment with suggestions and ideas.
    my socials: twitter.com/oossoonngg
    instagram, tiktok: @oossoonngg

  • @the_3rdKind
    @the_3rdKind ปีที่แล้ว

    Max user since the beginning of time. For a long time Ive failed to understand why Houdini would rely on so many nodes to get to an end result but today Ive realized that the node string you have there is just like a Max Modifier Stack upside down. Face palming myself.

    • @oossoonngg
      @oossoonngg  ปีที่แล้ว

      Welcome to the houdini party

  • @zachary3603
    @zachary3603 ปีที่แล้ว

    What are the three rings at the start of the video where you make the line? Is this some sort of guide showing you direction of shape etc?

    • @oossoonngg
      @oossoonngg  ปีที่แล้ว

      hey. not sure what you mean but i don't cut out any important info so everything on your side should be the same

  • @gudeandi
    @gudeandi ปีที่แล้ว

    I certainly forgot it. What is the divide node after the normal creation good for? Like you showed that you need it and it was necessary.. but why? Because of the subdivide? But what's the issue with that then?
    I tried to export one with and one ribbon without.. both looks the same... for me. :D

    • @oossoonngg
      @oossoonngg  ปีที่แล้ว

      First you calculate normals, then you "divide" it to triangulate your geometry for the realtime engine. UE will triangulate your geometry either way, it is how it works with geo. But will it (unreal engine importer) calculate normals for the triangles the correct way or not is anyone's guess, so we avoid bad shading results by computing them in Houdini for that.
      If you don't need it to run real-time or triangulated, you can have ngons for rendering in karma for example.

    • @gudeandi
      @gudeandi ปีที่แล้ว

      @@oossoonngg Okay I realize I've absolut 0 experience in any 3D stuff :D But your tutorials helps!

    • @oossoonngg
      @oossoonngg  ปีที่แล้ว

      If nothing else, if someone gets confused about these topics, they can find a solution in the comments, so it is all good 👍

  • @LeiluMultipass
    @LeiluMultipass ปีที่แล้ว

    Hi, could you share your color scheme please? Thank you

    • @oossoonngg
      @oossoonngg  ปีที่แล้ว

      Color scheme?

    • @LeiluMultipass
      @LeiluMultipass ปีที่แล้ว

      @@oossoonngg It looks like you modified the default houdini colors and I like it.

    • @oossoonngg
      @oossoonngg  ปีที่แล้ว

      Oh. No it should be default. I did customize windows OS colors though, try "inactive title bar". As per gray background, it is sidefx labs option.

    • @LeiluMultipass
      @LeiluMultipass ปีที่แล้ว

      @@oossoonngg Ty. I didn't know labs had a great alternative background option. It's great because it's not only changing the background color but point, primitive and all the viewport related colors. Thanks

  • @g8610g
    @g8610g ปีที่แล้ว

    Convert convert convert. 🎶this is hilarious XD

    • @oossoonngg
      @oossoonngg  ปีที่แล้ว

      sure, it might seem kinda amusing at the first glance. but this workflow really is useful. i myself can not imagine not using curves for modeling

    • @g8610g
      @g8610g ปีที่แล้ว

      @@oossoonngg im starting to agree with you. 😁 Its really flexible. I also wanted to use curves to create the tongue shape of a shoe and thicken/extrude it. But since that is a non planar shape it gave me weird extrusions. I think due to the normal direction being harder to control. Got any ideas to solve that? 😇🙏

    • @oossoonngg
      @oossoonngg  ปีที่แล้ว

      "Transform extruded front" is what you need. It's under the main extruding sliders. Will give you the thing you need