Re: Biosuit WIP
Posted: 15 Mar 2017, 01:15
Time to define the helmet area. Tried new booleans, to re assemble the classic Nurbs modeling style, trims and curves derived from trimmed edges, and geometry created around that. Worked nicely, while it needed a bit long chain of nodes to get a nice, symmetrical curves from 'trims'. Things like Polycut SOP to remove one side, Resample, Ends and Join SOP. Finally had to create an automatic 'curve direction checker and inverter' to get the intersection curves to point always in same world direction, in order to avoid flipping of all stuff created later, like extrusions and so on. It seems I've found some 'dead angle' in method how Boolean SOp creates the 'seam' curve, which inverted by any small re position of boolean operands. Anyway, nothing strange with such operation, and thing become stable after my auto - inverter.
Organic modeling still belongs to Maya, this time this is only a 'body extract'. Rest is Houdini.
Mainly used good old Skin SOP for extrusions, this one creates nicely ordered meshes, with inherited point numbers from cross sections, so they are evenly distributed along "UVs" (btw new Polyextrude SOP seems to creates different point ordering than old one). This allowed easy modulating by VOP SOPs later, while original extrusion is just a plain cylinder. Other than that, Join SOP is nice for combining multiple curves into cross sections, and of course Resample SOP as 'sister of procedural curve modeling' .
Smooth blends, especially on backpack thing, are result of, well, my Mesh Blend HDA, already posted here on forum.
Everything is still adjustable, for now I have less than ten separated geometries. Somehow that 'adjustable' takes more time, every now and then I want to change this or that, but that's about me, not about Houdini.
Organic modeling still belongs to Maya, this time this is only a 'body extract'. Rest is Houdini.
Mainly used good old Skin SOP for extrusions, this one creates nicely ordered meshes, with inherited point numbers from cross sections, so they are evenly distributed along "UVs" (btw new Polyextrude SOP seems to creates different point ordering than old one). This allowed easy modulating by VOP SOPs later, while original extrusion is just a plain cylinder. Other than that, Join SOP is nice for combining multiple curves into cross sections, and of course Resample SOP as 'sister of procedural curve modeling' .
Smooth blends, especially on backpack thing, are result of, well, my Mesh Blend HDA, already posted here on forum.
Everything is still adjustable, for now I have less than ten separated geometries. Somehow that 'adjustable' takes more time, every now and then I want to change this or that, but that's about me, not about Houdini.