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You need to learn to filter noise in this field. There are far too many softwares and all of them are extensive so you can't afford to waste time. I'm here to help you out.


Rule # 1: Don't start with character modeling as you will not have anything to show for possibly years. Be smart and do only environments, objects and stuff. NO CHARACTER MODELING OR YOU WILL QUIT BEFORE YOU EVEN START. Do it a year or two from now.

Learn Houdini for some sick modeling and it doesn't have to be procedural yo, it just has more options. Like the simple bevel tool can make entire exterior structures for you. You don't need to even touch the particle stuff and you focus only on the modeling aspect of it. It's not hard at all, you need to master maybe 15-20 buttons and you can be a god mode 3d modeler and have full control and even change stuff as you like. The nodes will give you power.

DONT BELIEVE ME? WATCH THIS VIDEO

https://vimeo.com/142470680

Learn Zbrush to model those hard finer details. Seriously use the zmodeler to rough out the shape and turn on mirroring on x,y or z and just make random details.They look nice even if they are shit. In Zbrush you must make your own UI, watch the videos and learn to redo the UI and use only whats necessary.

Learn substance Painter . Also download substance designer and watch a few tutorials and honestly you are good togo, there isn't that much to learn.

Learn those 3 and thats it. With those you can do any modeling(even characters down the line since you will know how to use zbrush already). No need to learn bullshit UV Mapping or retopology since you have substance designer for procedural textures.

3D is fun but only if you do it right.

Use old art painting for inspirations on what to model, look at the backgrounds and objects not just the nude bodies.

Pirate the software, or use trials and make new emails, download trial again, rinse and repeat.

Within 3-4 months, you can make DECENT stuff and have a portfolio .
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>>627003
hobbyist looking to git gud, this looks convincing
want to see more discussion before i pull the trigger(s) though
other experienced /3/bros, are there any points the OP mentioned that have alternatives/have better solutions?
>>
Subsitute Blender for Houdini if you must. If you are going to use Blender then

LEARN PROPORTIONAL EDITING AS YOU MODEL, USE THE MOFO SCROLLWHEEL TO INCREASE AND DECREASE THE RANGE OF EDITING.

and Read the docs
Read the docs
Read the docs
Read the docs
Read the docsRead the docs

Blender Docs(greate for beginner 3d knowledge)

https://docs.blender.org/manual/en/dev/getting_started/index.html.

and Read the Hoidini Docs

https://www.sidefx.com/docs/houdini/

Don't always watch videos, seriously read the docs.


Substance Painter Docs

https://support.allegorithmic.com/documentation/


Zbrush Docs

http://docs.pixologic.com/

If you actually read all 3/4 docs, takes about 2 days if you space it out, you can Learn EVERYTHING there is to know about 3D.. No college/class or tutorial will come even close to what you can learn from the docs linked and THAT IS A FACT.
>>
Helpful Links


Use cartographers guild to get ideas on cities and such

https://www.cartographersguild.com/forum.php?s=87edb20b907fe4c5b48c2ae7a7d35b5a

https://conceptartempire.com/inspiration/

https://www.artstation.com/


Use our own /hr/ board, ignore the celebs and try to find the other threads such as

>>>/hr/3090221


and lastly use this as you will, some agree and some disagree.. highly dependent on personal taste....use pinterest as it can good for gathering photos in large amount but for the love of good disable third party cookies. Some like it but I dont but nonetheless its good.

Good Luck Bros and Enjoy the world of 3d.
>>
some actual advice for once eh? What board am I on?
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>>627003
>How To Do 3D and be Future Proof
>No need to learn bullshit UV Mapping or retopology
Fuck, there are some niche roles where UVing and retopo might not be needed, but saying you can work as a 3D modeler in the current date without knowing how to UV or retopo is laughable.

Become a character artist if you want, if you want to become competent you'll have to work your ass off for 2-3 years no matter which field you want to specialize in. Advice to stay away from character art should only be aimed at those who are content making shit work for indie startups with minimum effort or talent involved.
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That really looks interesting so I have a couple of questions:
-Is UV\retopo really unnecessary? Last time I checked you still needed it
-What differs procedural from traditional approach? Is it more powerful? Are there any good introductions on that?
-Is houdini apprentice worth it or it's just better to get it from [spoiler]shady persian facility[/spoiler]
-I've heard tons of stuff about houdini actually, most people say you need to learn VEX to really master it.
-Will I get a jerb if everyone and their mother ask for 3dsmax where I live and there are like 0.00001% houdini positions and they are all vfx
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>>627003
Does Houdini have practical gamedev uses? I'm studying 3d modeling animation and design. We are encouraged to play with Houdini on our own but I've only seen it used for vfx purposes.
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>>627132
Look up Hugo Beyer.

Houdini has *big* studio uses for FX in games (think particles, etc), as well as for retopology. It's also starting to gain traction for procedural modeling, you can definitely get some interesting results out of it.
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>>627135
I heard that Houdini was slowly becoming am industry favourite.
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Can someone explain to me what the hell is procedural thanks
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>>627003
>too many softwares
learn English Pajeet
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>>627143
Search up procedural in the context of generating mesh.
Learning how to Google could save your life(or your job).
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>>627003
I was about to start 3d with 3ds max (As a hobby I'm not that retarded). 15-20 buttons and a few months to be good sounds appealing to me. What's the best tutorial to start with?
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>>627143
it's when you have an algorithm that makes a bunch of things that are similar but varied.
i.e. no man's sky, or generating a bunch of characters with different characteristics

check out this cool website called Wikipedia that I just found on google.com for further reading https://en.wikipedia.org/wiki/Procedural_generation
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>>627143
Although the definition given by >>627167 is good (and probably the most accurate definition of "procedural" in general), one very important aspect of procedural generation which I believe needs to be highlighted for CG art is that it allows the rapid generation of complex-looking content through the use of simpler rules and algorithms.

An example of that would be using Substance Designer to generate wear on a brick wall by using a couple of nodes along with some simple noises, which will get you much faster and more tweakable results than sculpting all of the bricks by hand would. (However, the quality may vary, which is why procedural content hasn't completely overtaken "handmade" art yet.)
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>>627170
>the rapid generation of complex-looking content through the use of simpler rules and algorithms.
yup
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>>627170
>which is why procedural content hasn't completely overtaken "handmade" art yet
they're not mutually exclusive, nor are they competitors
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>>627174
They're not exclusive, but they definitely can be competitors in certain fields, much like photogrammetry is completely overtaking organic content creation. Keep in mind CG is a rapidly evolving field, so even though procedurals and other content creation methods can coexist right now, there's no way to predict if the next advances in one domain might render another completely obsolete.
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>>627176
"handmade" art, and moreover the human touch, will always have its place imo. that being said, art has always been a reflection of technology
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>>627145
>>627167
>>627170
That stuff looks rad but something tells me you need to be a programmer to fully embrace the technology
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>>627113

1: Uv tepo will become more and more unnecessary as time goes on, and will be obsolete one day, but concerning characters it will stay but for other stuff, procedural is better, no need to tile, it has all the goodness already there in a single package.

You should learn but this is an area that a lot of beginners hate and get stuck on. Tbh you should learn newer methods and as they will be used more and more, putting you ahead of the curve.

2: Download apprentice and learn the program, honestly the only limitation is the 720p and watermark. and you do not need to know vex to do houdini, it will help you immensely but you dont have to know it. You can learn it quite easily and it's not that hard. There are many shortcuts already laid out.

3: Right now, Houdini is starting to pick up steam fast, look at far cry 5, and other recent games and they ALL use heavy amount of houdini. It can do more than you think, you can generate entire terrains and change them with a single slider. Lay out entire cutscene with massive particle effects. hell you can even use it to spread around your collectibles and such

also houdini has addons for Unity and Unreal engine, so it's even easier to move stuff around. The studio is starting to focus on marketing it out to more gamedevs as the tool it self is MILES ahead of traditional 3d packages(maya, 3ds max).

This is more aimed at newcomers.

No serious gamedev, or 3d artists will deny that houdini is the future for 3d.

>>627159


Houdini official website has a whole section for learning with over 1000+ videos.

https://www.sidefx.com/learn/
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>>627194
If you are a 3d artist you are one level of abstraction away from a programmer already. You are manipulating data on a computer. Unless you are some retard who only thinks linearly, i suggest you embrace it.
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>>627196
>No serious gamedev, or 3d artists will deny that houdini is the future for 3d.
Time to mention the GameDev Toolset:
https://www.sidefx.com/tutorials/game-development-toolset-overview/
https://github.com/sideeffects/GameDevelopmentToolset

And also the Houdini Direct Modeling HDA, although it's external to SideFX and paid:
https://80.lv/articles/direct-modeling-hda-for-houdini/

SideFX is working hard on the modeling side and everything suggests they expect to lift Houdini to a full generalist DCC soon, capable of being a pipeline hub.

Seeing their recent progress, I'm very optimistic that they will succeed (feature-wise) in five years or less.
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>>627222
PS. Pic related, look at all that love.
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>>627003
This doesn’t work because a client will ask for something outside of your skill set guaranteed
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I’ve played around with quite a few 3D programs and amongst all of them I hate maya and photoshop the most. Both scream clunky 90s software that’s been given bandaids and patches through out the years. So op if you’ve ever used maya can you tell me some of the benificial differences Houdini has?
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>>627229

Oh man, you can't compare maya to houdini

maya is first grade and houdini is like phd level.

You have to understand the power of houdini like this

Say you make a rock field or cracks in a rock and then suddenly your client wants the cracks in a different orientation. What do you do?

In maya, you gonna have to remodel the whole damn thing, basically undo everything and reorient the cracks and then redo everything again like just fuck my shit up senpai.

In houdini, all I gotta do is find the node(the edit step basically) where I oriented the cracks and reorient and thats it. The rest stays intact. So you can't compare them.

Houdini is like editable, non destructive flow. each "edit" is like a node that can be later adjusted and the changes cascade throughout. Insert nodes wherever you like and do as you please. Save the whole asset of nodes as one object with custom editable sliders.

Maya/Blender and typical 3d packages are garbage compared to houdini.


same with substance painter/designer, non destructive, edit as you like.
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>>627237

Best put as this, jcole verse

Maya , Blender and then 3ds Max
While silly niggas argue over who gon' snatch the crown
Look around, my nigga, Houdini has snatched the crown
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>>627237
Holy shit it just clicked in my brain so you are saying Houdini has node based modeling capabilities? Because that’s fucking insane if true
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>>627242
mah dude where have u been, thats why I said this guide is future proof. The future is node based modeling.

Brah everything is node based, even the materials, all your assets. Particle effects and anything found in blender and maya.
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but everyone says houdini is hard
me no like
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>>627306

the modeling aspect is easy,

the only hard part is the particle stuff, and thats more of 3d knowledge heavy.

the other stuff is easy as hell and has so many options
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Great stuff OP. I agree with everything & adhere to these standards already - with the exception of houdini. Just don't have the time to learn it right now.

One question: Is there a functioning workflow to create particle sheets in Houdini for use in a game engine?
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>>627258
>Brah everything is node based
to be clear, are you saying houdini is node based?
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>>627003
Is there a Houdini textbook you would recommend for a complete beginner?

t. CS major who wants to get into 3D for cool physical simulations and procedural generations.
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>>627391
I haven't read it but the recently released foundations book is available in pdf format or it can be purchased as an actual book.

https://www.sidefx.com/tutorials/houdini-foundations-book/
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>>627400
Check'd, based anon.
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>>627237
wait so you are saying houdini is like, substance but for modelling?


i havent tried using it at all before, im a sketchup arch fag but that sounds pretty cool because i hate modelling in max
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>>627565
It's like Substance but for modeling, animation, dynamics, particles, pyro, terrain, crowds, hair, everything.
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>>627565

yes just like it hence why both have the same workflow. For game devs, the unreal engine is also node based(blueprints).
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>>627003
If you are this afraid of hard work and experimentation you are never ever going to be good at anything you attempt in life.
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>>628324
Isn't that kind of OP's point, though?
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>>628324
Some folks can't sit and perfect something they won't get paid for
If the goal is to get into 3d asap and get immediate results(job) this one looks like a good path
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>>628324
u dumbass, I never said don't even try character modeling. I said, dont start with it, as you lack the "experience and feeling comfortable around 3d yet"

also mate life is long and all the knowledge you learn will be used to make character if you choose to go that route. No need to set yourself up for failure considering the high entry ceiling in characters compared to environments and such.
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>he doesnt know only a very small minority has the genetics to reach their true 3d potential

OH NONONONO
Good to aim high I guess, but seriously always have plan B ready.
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>>627565
https://www.youtube.com/watch?v=vSSQOxoH7zI
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>>627562
>look mom, I quoted everyone!
kys /asp/ie
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>>627003
>3D is fun but only if you do it right.
Houdini seems like the most boring, uncreative and tedious way of modeling.
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Why does this thread read like a gigantic Houdini shill ?
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>>629283
Maybe because it is, lol.
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I'm learning houdini mainly for simulation stuff because sometimes we need it for work but I'm stuck in a loop. I don't have enough experience to make stuff fast (we have crazy turnarounds) so we end up using stock footage and stuff, which makes me forget the stuff I know since I don't use it, so I can't make stuff fast and it goes on and on.

Just venting tb.h , I know I just need to keep pressing on it on my spare time and eventually it'll happen.

Cool thread
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>>630830
>I just need to keep pressing on it on my spare time and eventually it'll happen.

Yup. Learning a software with so many moving parts is not ideal under production pressure. And at smaller places you don't always have the luxury of RnD time, even though it's important to grow as a studio. Basically I've come to accept that anything fancy that I want to implement I'll have to first nail down on my own time.
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>>627144
That is correct English
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>>627381
No he is not saying that, but it is along the same lines. (aka editing a small section to make big affects at any step in the proccess)
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Hey OP, great thread. Im a beginner in Blender but think im gonna switch to Houdini if it's more along the lines of parametric / procedural design.

I'm a mechinal engineering major (going into my senior year) have the same thoughts about the future of design, mainly generative design and the like. Especially with industrial and metal 3D printing becoming more common, these hardwares and softwares in combination will be the future.

I use organic modeling like meshmixer and blender in combination with geometric like solidworks to create some intricate and functional parts for 3D printing that almost no other mechE's (in my class at least) can model. Anyways thanks for the thread. I am ready to be future proof.

Pic related some rando thing i made in blender today
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>>631224
It isn't. "Maths" is also wrong, as is adding extra 'U's to words like Armor, Color, and so on.
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>>627351
Yes, there is a node for that in the gamedev toolset.

>>627565
Better than substance actually, much better.
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>>627237
Do you need a tablet for houdini?
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>>633936
No, but it's useful if you use brushes to paint values (color, masks, etc.).

Pic related, painting the direction of hair, an example of where using a tablet is better than the mouse.
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>>631315
If you want parametric stuff look into fusion 360, its pretty great
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>>627003
>It's not hard at all, you need to master maybe 15-20 buttons and you can be a god mode 3d modeler

OP is full of shit and this statement alone proves it.
Such statements are only made by noobs with no mentionable skills. They think modeling is easy and everybody can do it, just because that is what everybody first learns when learning a 3D package.

In reality it's not so much about knowing the tools, and much more about having a well-trained artistic eye, which only develops into mastery over years of practice.

Especially if you limit yourself to only one discipline, you need to be excellent at it to succeed. There are no shortcuts to excellence. And nobody will hire you if your work isn't excellent.
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>>634049
I think it's fair to say that his English needs a bit of interpretation. So I took that to mean, "you need to master this many buttons and you know _all the tools needed_ to be a god mode 3D modeler," not that by knowing those tools you get to master artist level. That would be ludicrous.

The context, I think, is that since so many people believe that to use Houdini you need a PhD in maths, you can't be a good modeler in it without that sort of knowledge. But the truth is that Houdini offers the expected basic modeling tools of any generalist 3D DCC tool, and, as such, you can model just like in any other tool, no math wizardry needed.
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>>634051
>The context, I think, is that since so many people believe that to use Houdini you need a PhD in maths, you can't be a good modeler in it without that sort of knowledge. But the truth is that Houdini offers the expected basic modeling tools of any generalist 3D DCC tool, and, as such, you can model just like in any other tool, no math wizardry needed.
But what if I want to become a wizard of arcane math houdini operates on
Where do I even start if last time I've encountered the beast of calculus was in school?
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>>634076
>Where do I even start if last time I've encountered the beast of calculus was in school?
These two are good:
https://www.amazon.es/Engineering-Mathematics-K-Stroud/dp/1137031204/
https://www.amazon.es/Advanced-Engineering-Mathematics-K-Stroud/dp/0230275486/
You have to do almost the whole of the first one, and the parts on linear algebra from the second.

However, for creating content in Houdini you can get by with just a cursory knowledge of the areas covered there. Good proficiency is needed only if you intend to develop tools for Houdini, modify the ones already included, or implement novel CG techniques just out of academia... that kind of thing.
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>>631321
burger detected
>>
What 3D application you chose doesn't matter much at all as all of them giving you the same results when you are strictly a modeler.
Maya, max, blender, modo, houdini, C4D etc. They all work and you can get an entry level job using any of them. Only limitation I can see would be the price of maya for a small company? Your important question is which UI you prefer and what else you will do besides modeling boxes and cylinders once you get good.

By the way none of the houdini stuff i've seen here feels like it would really save me much time. Especially when you work in a studio environment where you have very clear art direction and concept art most of the time so you don't really have room to do much experimentation anyway. It feels like it's mostly symmetry and instancing, something which exists in every 3D application.
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>>634509
>[Houdini stuff] feels like it's mostly symmetry and instancing, something which exists in every 3D application.
Shit /3/ says.
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So can houdini do what x-particles does without math(s) and shit?
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>>634520
What exactly do you want to achieve?
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>>634529
tornado sand storm that morphs a pyramid into a mummy
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>>633998
>>633936
no, it's actually kinda irrelevant. You don't ever really do anything by hand, since it goes against it's procedural nature. You certainly can though, and sometimes it can be nice, but it might create a bad habit.
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>>634686
I disagree. Nothing forces you to work procedurally in Houdini; there are plenty of built-in tools that allow you to do otherwise (a bunch of them for modeling, some for painting/sculpting, etc.).
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>>627003
So with substance you don't need to do any uv mapping?

What about rizomuv?

Would you also recommend houdini for animation? From motion graphics to character animation?
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>>627003
Damn, this is kind of annoying. I want to get into 3D animation and I keep getting conflicting answers. I started with Blender, learned the controls, then I switched to Maya and now I know the controls. I don't want to switch to another program but I guess I have to.

I don't want to be non-future proof. Is this necessary or are there any other iterations of this that involve learning with Maya? I chose it because I hear it's the best for animation.
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>>637275
1. Learn animation on whatever you want
2. Try out different programs, animate something short but complex enough on all of them
3. Stay with the one you like better
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>>637275
If you know Maya you're good senpai. Houdini proponents may argue otherwise, but right now Maya is better than Houdini for rigging and animation and Houdini won't catch up for a few more years. This is because of the ecosystem: plugins, tutorials, assets, jobs, etc. despite what houdinifags say about the actual program itself. (How many free full-featured Houdini rigs can you find online? Where is AdvancedSkeleton for Houdini? How many animation tutorials use Houdini instead of Maya?)

Stick with Maya right now, get good at animating, and you can keep your eye on Houdini when you're ready to learn something new again in the future. You can pick it up for sims first.
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>>637275
>>637329
I use Houdini and agree. People always under-estimate the importance of software ecosystems, content-creation or otherwise. It means that other folks have already solved the more advanced issues that you will eventually run into. For character animation that's just not the case with Houdini.

It might not be a bad idea to dip your toes though, sticking to Houdini's strengths.
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>>627082
upvote
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>>637275
principles of animation are futureproof until AGI conquers the world and purges all meatbags desu
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>>637748
But unironically
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>>637275
Im pickig up houdini because I want to use it for vfx compositing. I think its a good skill to have regardless but it really depends on what you want to do
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>>638460
Yeah that makes sense. Already overwhelmed trying to learn After Effects and C4D for motion graphics on top of still studying and trying to improve at animation. That and Maya.

It's smart of you to. As soon as I get the basic hang of these programs I'll feel comfortable enough to try and learn it. Wouldn't hurt. Plus I'm interested in VFX anyway!
>>
what should I do with learning rendering now that the RTX is out? Trying to get back into CG
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>>638790
Why would the release of RTX have anything to do with someone's desire to learn CG? Yes, now you have a hardware accelerator for some raytracing algorithms, which may give you savings in render time. But rendering (and the whole process of 3D content creation) remains the same.
>>
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