[Sidefx-houdini-list] Modeling questions
nick_p102 at hotmail.com
Wed Feb 18 10:52:28 EST 2009
Yup of course getting all the basic working correctly is always needed. But my point being is why should we have invest in another modelling app when we could have a more all in one solution. Lightwave, maya , max and xsi can do it , ok some not as good as others but they all have a much easier to use modelling environment.
This stuff does come into play when you have a pipeline based around houdini, it does over complicate things when people realise they need to take geometry data out of houdini, do something to it, then bring it back in. Suddenly you have lost all your attributes, you end up having to transfer them back again somehow its starts getting messy ;¬) Anyway modelling is not the reason why people use houdini so the need for a much more improved system may be controlled by that.
> Date: Wed, 18 Feb 2009 16:58:33 +0200
> From: ds_list at dsg.ro
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] Modeling questions
> I agree in principle that this would be a nice thing to have. However,
> from a practical POV I'd rather spend few bucks on Silo than have SESI
> invest time in this kind of tools.
> That being said, while I agree that for organic modeling there are far
> better tools already mentioned, I have to say that we use Houdini for
> modeling quite successfully for a variety of tasks (from mobile phones
> to cartoon characters).
> What I strongly agree is that SESI *should* actually spend some time and
> fix some basic stuff which doesn't work well and it should (for example,
> selecting in the viewport).
> > I would vote for a special modelling environment within houdni, such as a modelSop node. When you dive into it you can model and paint in an artistic and non historic way(apart from an undo of course), giving you access to good quality polymodelling tools while mainting any custom houdini attributes
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