Responsible for all aspects unless otherwise noted.
3D Modeling, Tool Development & Workflow
For my team undergraduate film at UCF, Paper Warriors, we have a lot of rocks. So, to try and make this process easier at least for the rocks that are a bit closer to the camera, I wanted to work on a piece of our pipeline that could automate certain tasks.
To start things off, I wanted to make sure that my pipeline was as accessible as possible. So, I created some notes about Houdini for those who aren't as familiar with it, and in my file I wrote extensive notes to illustrate my process.
You can read more about my process here.
The main goal was to let artists make a low poly or rough model of what they wanted their rock to look like, Houdini would generate a high poly rock based off it using certain types of noise and techniques, and then the rock could be exported to ZBrush for refinement and details.
Since our rocks draw inspiration from games like Overwatch, League of Legends and other games, this step was pretty necessary since each rock has its place, and we wanted to utilize a specific brush set to unify the style and give freedom to our asset artists.
After the artists would make their high poly, they could toss it back into Houdini to let it generate a low poly version complete with UV unwrapping.
An overview of the subnetworks that make up the project, blue is generating a high poly rock, and green accepts input from a file import that will get turned low poly and UV unwrapped.
An overview of the subnetwork that creates the low-poly, UV unwrapped mesh from the input. This is used after the high-poly sculpt is approved and imported back in the file.
An overview of the process throughout the entire pipeline.