Jump to content


Regular Member
  • Content Count

  • Joined

  • Last visited

  • Days Won


Isleofgough last won the day on August 30 2018

Isleofgough had the most liked content!

Community Reputation

51 Noble Beginner

About Isleofgough

  • Rank
    Cafe Ronin

Profile Information

  • First Name
  • Last Name
  • C4D Version
    R20 Studio
  • Location

Recent Profile Visitors

2,205 profile views
  1. If you want to avoid almost all plugins and had an industry standard DCC, consider Houdini. The real cost of that is time and effort learning it. I have Blender and am fair at it, but Houdini is actually easier once you get its mindset. That being said, Modo still is the best overall modeling software I've used, if procedural features are not important. This forum has statements that Houdini is always procedural. It is not. It is always nodal. Some amassing things can be created that are procedural, like the Lake House project in Houdini https://gumroad.com/l/ngKUJ or the ornamental designs https://www.rohandalvi.net/ornamental . But something simple like modeling a hand or face will involve edge loops and edit nodes. If you go back and change any node before this, it will basically destroy the loop/edit. So you can do non procedural modeling in Houdini, but it will be slower and more frustrating than in Modo.
  2. CAD/nurbs modelers are great for manufacturing but generally only fair for rendering and can't be rigged. Booles are fine for nurbs modeling but almost never the best way for polygonal modeling. If you insist on using them for polygonal modeling, Modo would be a better choice with meshfusion.
  3. I hate to suggest yet another program, but Moi3d would be very helpful to see how CAD/nurbs models with booles get converted to polygon equivalents.
  4. I sold my license without knowing about MAXON's plans. For me, the cost of MSA was too high and I needed to pay for too many plugins for my needs. The upgrades didn't help me much, and I hit a wall with some of my projects. Given the new CEO of MAXON coming from Adobe, I was not surprised to see a shift to rentals. Rentals are not just Adobe's model, but most software is going that way. I sold my Modo license for the same reason. I see a better future in Houdini or Blender. Personally, I think Houdini is the best DCC on the market, regardless of price, and it is much cheaper than any alternative other than Blender for most people.
  5. For hands, I would not recommend the tutorial above from Mr. Florand. The thumb topology is all wrong for animating. Generally edge loops should be perpendicular to movement of the bones. Better topology can be found in https://www.peterstrobos.com/blog/my-virtual-hand/
  6. I forgot to add the very good (and free) tutorial: https://www.udemy.com/vehicle-modeling-in-houdini-16-scifi-dropship/ I would be careful about using any tutorial over two years old to get started. Frequently they use deprecated nodes (like the PointSOP) or use of a color ramp to move points. While figuring out a more elegant and modern solution is pretty easy after you have been using Houdini for awhile, it would be very confusing when starting out. Every model you create is a mini tutorial, as you can go step by step through the nodes and see how the model was built. You can also reuse these nodes for other models. A discussion of why one might change from Maya to Houdini would be equally well applicable for C4D to Houdini: http://www.tokeru.com/cgwiki/index.php?title=MayaToHoudini When one purchases a premade model on something like turbosquid, one has no idea the steps the artist made to create it. Houdini models, on the other hand, teach the process. Some of Hrvoje's tutorials on modeling a human could be all encompassed on a single Houdini model. It also would allow one to show the steps like https://www.peterstrobos.com/blog/my-virtual-hand/ uses (though he used Blender and the steps are only shown in the blog). The reason I recommend Varomix's lamp tutorial above all others is that it covers modeling with virtually no programming in an efficient and logical manner. (I think he might use one or two variables, but there is no programming needed). It covers all the basic modelling steps for hard surface modeling, sweep and lathe nurbs equivalent. It makes UV editing as simple as in RizomeUV. You learn to make a beautiful render. Not only is Mantra explained in an understandable manner, but he shows how to use Redshift (which is a lot faster for most scenes). He covers use of substance painter and compositing in Fusion. That single tutorial would get you reasonable proficient in basic modeling that doesn't include water, fire, explosions, crowd scenes, and special effects - which are what most people think of when considering Houdini. He also discusses ways to make it easy to navigate the network pane (which sometimes can seem overly complicated).
  7. C4D is artist friendly if you don't hit its limitations. Houdini is harder to learn, but I find for me, it generates better artistic output, as it has water, fire, limitless ability to control fine tuning of a model, and an awesome rendering engine.
  8. I've used Lynda.com and Helloluxx, which weren't bad, as well as some youtube videos and tips from SideFX forums. For me the best way to get started were: Rohan Dalvi's introduction to Houdini free series on Youtube: For use of attributes for modeling (not fire, water, blowing things up, the soccer ball tutorial in the free book: https://www.sidefx.com/tutorials/houdini-foundations-book/ The free rigging series from SideFX starting with: (does not cover binding/skinning though, but that is generally a one click process if the bones are set up correctly: and best of all, for usable functional modeling, the Lamp Project by Varomix (unfortunately costing $175, but totally worth it): https://www.mixtrn.com/ Prior to using Houdini, my favorite 3D program was XSI - as it was simple, intuitive, and powerful. I've used C4D, Modo, Blender, Maya, and XSI - but I find Houdini is a league of its own. It is fun to use, and incredibly powerful. I gave up on it several times in the past, thinking it was too difficult. But nowdays, the tutorials will get you past the hump and it is totally worth it.
  9. Houdini does have some quirks that can be frustrating. Sometimes selecting something in the screen view does not work, but selecting in the network view and then going into the screen view and right click>accept selection works. Constraints sometimes only update manually or by closing and reopening. But even though Houdini is less stable than C4D, it is rare to have significant corruption in a file. Sometimes one will have to recreate a node, but the rest of the file is fine. I actually don't find modeling that much slower in Houdini, but that is because you can go back and tweak earlier steps a lot easier than in most 3D programs, as you mentioned, Bob. Even if some of the nodes will give errors or unexpected behavior after changing earlier nodes, it is almost always simple to fix them. (like changing the number of sides to a cylinder, where an edge loop is added afterwards). I don't think the topobuild is as good as C4D polypen. The biggest benefits to a move to Houdini have been: far better rendering, the ability to tweak everything in a model, the ability to add attributes to anything to drive modeling, the best mathematical commands (which makes xpresso look like childrens' toys), the ability to create as many digital assets as you want (so that the "primitive" menu can be as extensive as you want), and no real limitations if one is willing to dive into VEX. It is a full featured program/language and you don't need to buy plugins except perhaps a faster rendering engine. It is also priced far less than other programs (excepting Blender) and gets updated daily. Support is awesome.
  10. It has been about six months since I switched exclusively to Houdini from C4D. For me, it was a great move, but I've come to appreciate more what C4D offers. In Houdini, almost nothing is built for free. There are limited primitives compared with C4D, and even automatically creating a UV map for a sweep nurb requires a lot of unintuitive steps in Houdini and is effortless in C4D. Realistically, you need to learn at least a little hscript or python and some short lines of code in VEX to be productive. However, I have a much better understanding of rigging, modeling, UV maping, etc. than I ever had in C4D. Houdini forces you to really understand concepts, not just kind of sort of understand. Houdini's power is amazing. I recently finished rigging a hand model in Houdini that replaces one I used in C4D, and I learned a lot about mistakes I had done in C4D from lack of deep knowledge. I won't be returning to C4D, but I have a new appreciation for the stability, simplicity, and power (particularly of NPR and mograph) of that program.
  11. You forgot completely the obligatory soft music, running through the fields, finding the prince or princess while an auctioneer says very fast that you can get depressed and die. I think you must have used the wrong software.
  12. Probably x particles and if budget permits, v-ray. Consider HB scripts as well. You could add greyscale gorilla city kit.
  13. I would think you would best do this in post, as you can tweak the transitions and not have to completely rerender to move a frame over. You can also do a dissolve this way, which would look better than an abrupt transition from a single output. You don’t even need after effects or nuke. Any of the standard nle’s would work.
  14. I tried, but there is not much interest in buying Modo these days. A lot of people just use blender, if they are hobbyists. It is a pity, as Modo is one of the best SDS modelers. Personally, I am moving to Houdini as my primary 3D program.
  15. Are you sure? The Foundry’s site looks like it is $599 forever if you drop maintenance. Your way makes sense but I don’t think it is the case.

Latest Topics

Latest Comments

  • Create New...