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About Milkey

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    Michael Bonaldi
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  1. Proper Branching Topology

    Hey Jiri! I actually broke this talk down a few days ago, and spent a few days trying to construct the topo, using parts of, and even the whole tool straight up. There's definitely a bunch of strong learning opportunity there, but unfortunately couldn't get it to work properly for what I was doing. That's a me problem though because while reading vex is pretty easy to me, writing it without help is super difficult at the moment. Must be the art side of me lmao.
  2. Proper Branching Topology

    Yeah man I definitely feel that, I was just thinking it would be more simple of a solution than it appears to be. Thanks again for the advice.
  3. Proper Branching Topology

    Hey Kleer, Thanks for taking the time to check this out. Yeah, I'm technically an "environment" artist for games, but the future is procedural so I figured why not take the plunge. (Plus I really enjoy near drowning in Vex.) The prerendered stuff looks amazing out of Houdini, though, and is definitely something I need to get into, like FX. Especially FX. I didn't realize Houdini doesn't store project geo locally. (Also my base model was from Maya so it was grossly overscaled.) I'm trying to create topology that is four sided, so it can be subdivided into 8 sides (or more) with clean quads. I'm controlling this at the moment through Polywire, and the topology is relatively clean, just triangulated at the joints. As for the UV's I'm not really sure how to UV in Houdini at the moment, and I hadn't really got to that stage in my learning the program yet. I was just going to do them by hand in another 3D package and use textures I have made from Substance. I planned on using this tool as a sort of a vine generator that flexes using base blend shape animations in real time. I fixed up the tool with and added Tommy as the base instead of base Unreal Guy. Vine_PathGen_topo_002.hiplc
  4. Proper Branching Topology

    I seemingly deleted my graph on accident while editing my post, but here it is if anyone has any suggestions. Vine_PathGen_topopass.hiplc
  5. Proper Branching Topology

    Hello all. I'm pretty new at Houdini, (about 3 weeks in), and I'm trying to figure out how to make a tool that will grow vines along a mesh, but also hold proper branching topology. I've more or less bashed some tutorials together as well as came up with some solutions of my own, but I'm properly stuck at the topo stage. Ideally, what I'm trying to achieve is extruding a box along a spline that can be subdivided to round it out similar to the topology in this image. At the moment, I'm using Find Shortest Path to generate my curves along the mesh, then Fusing and Polypath to clean up the extra points/prims. The final thing I'm doing is running my generated curves through a Polywire which has worked better for me at creating solid(ish) topo. Thanks!