![]() By "directionally" I mean like the move tool in zbrush - ie. Unfortunately it doesn't work when you want to move a polygon, so you'll have to make sure that you always move either a point or an edge, as the soft falloff is ignored when you move a polygon. You can now continually move parts of the model with a soft falloff. You can do this in Tweak mode by clicking on a point and immediately letting go. To trigger the soft radius, you need to select a point once, because otherwise the setting is greyed out. On the edit node, you want to turn on Tweak Mode which lets you interactively move points without selecting them first. ![]() I doubt I would be disappointed with their implementation of sculpting.ĭigipiction alnh Personally I'd be happy with just the addition of a move brush so points can be interactively moved directionallyYou can do this with an Edit node, although it's not as convenient as a proper brush tool. I also feel like the quality of tools that SideFX release is very high. And to be honest, if all your tweaks are saved in the edit node it's not any more procedural than a sculpting node would be. Pretty much every time you have something organic a Pull or Grab brush is easier than using the edit node in Tweak mode. With the next version, they made all the sculpting brushes available for normal geo. It was fine from the start but you needed an extra sculpting tag on your geo, which essentially made your object exclusively sculptable but not editable otherwise. I remember when Maxon added a basic sculpting toolset to Cinema4D. Then there are of course the general modeling enhancements. But every step more you can do in Houdini opens the door for individual artists or smaller teams to work faster since you don't have an iteration loop through different software, or possibly different artists. Sure, high end creatures will probably be sculpted in Zbrush including their inner anatomy. And why should someone get used to animating in Houdini if they already have the tools in Maya without switching applications? There are also other benefits like creating geo for muscle sims. (Looking at you Houdini 20 ) I personally already like animating in KineFX (mainly objects so far) but the second I have a creature/character/mushy thing and want to create blendshapes I rather go into a different application that has sculpting tools. I've said this before but I think a basic sculpting toolset will be necessary for when SideFX wants Houdini to be used for the actual animation stage of a production.
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