
To be Procedural, or not be, that is the Question | CG Imagine | Houdini HIVE GameDev
Houdini offers so many ways of accomplishing tasks. So for an experienced user that is something very comforting, but for an apprentice it might be intimidating. The key point here is to have a clear vision of the goals of your project. So the chosen path when building your world is to consider a few things before committing to a specific workflow. Is it for a game or is it for a film? How close your camera will be from a specific area or object? As an example, if you are creating an archipelago, maybe all background islands are fully procedural, so you define based on height and angle where the sand will be for all of them. But you might want to paint a specific shape for your hero island, very close to the camera.Your hardware, the timeframe for your project, all that should be considered when choosing which is the best way to go with your project.
Diogo Guerreiro started in the industry in 2011 as a 3D modeler assistant in Deep Blue Films. He worked there for 7 years and became VFX supervisor in 2016. In 2019, Diogo founded CGimagine, a VFX house mainly focused in VFX for TV series and Documentaries. Diogo still runs CGimagine and divide his time between creating CG courses, printed artworks and directing vfx projects for television.
00:00:00 Intro/Demo
00:03:41 Expeditions Backgroud
00:09:35 Boards Modeling
00:11:44 Backpack Modeling using Vellum Brush
00:13:11 Redshift Ocean HAD setup
00:16;24 Locking an object to ocean surface
00:28:44 Modeling the camping tent
00:42:28 Modeling the icecap terrain using Height Field tools
00:45:48 Optimizing the geometry with dynamic poly reduce
00:51:00 Creating the waterfall tips and tricks