Using XSI for game HUD

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homam
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Using XSI for game HUD

Post by homam » 05 May 2016, 02:31

This is a short post explaining the potential of using Softimage for designing 3D HUDs in modern games.
http://blog.inframez.com/post/hud-design-workflow

Happy reading :)

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mc_axe
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Joined: 12 Mar 2013, 18:44

Re: Using XSI for game HUD

Post by mc_axe » 09 May 2016, 01:53

really interesting read, i just realized that static sprites in floating HUDs like Iron Man (the most futuristic HUD of our era) will get boring at some point. Even in games with VR headsets. Static meshes with hud components is not the future.

More control over the mesh that is carring a UI element is the future.
How many years old is Softimage illusion?,, lol
Props to the team behind the game.

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FXDude
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Joined: 19 Jun 2012, 21:59

Re: Using XSI for game HUD

Post by FXDude » 09 May 2016, 14:07

While the FXTree is a pretty capable comp system, it can leave much to be desired compared to something like Nuke.
But the fact that it's stitched-on to a 3d app which other 3d apps still don't measure up on many fronts ... can make the FXTree like a fully procedural texture generator in one of the greatest 3d environments ever :)

Would have been great if the connection would have been both ways though, like piping the output of a camera, rendered on the fly or in hardware HQV to generate 2d elements from 3d. (in my dreams :) )

What would also be great is if Redshift supported the FXTree out!

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