Search the Community
Showing results for tags 'assets'.
-
Think Tank Training Centre, widely considered to be one of the leading schools worldwide for asset creation in both games and film, is currently working on innovative Houdini content. We are currently searching for amazing senior Houdini artists of all kinds to collaborate in content creation, particularly in the areas of Environments, Modeling, Lighting, Texture/Shading, and LookDev. If you have teaching/content creation experience and are interested in starting potentially right away, please reach out and we'd love to chat about opportunities.
- 1 reply
-
- enviroment
- lookdev
- (and 5 more)
-
Hi guys, I'd like to share my latest personal r&d project of creating procedural assets. Still work in progress. Cheers, Shawn
- 1 reply
-
- 10
-
- procedural
- assets
- (and 4 more)
-
Hi, i released my first Tool for Houdini. Asset Handler is a Python Panel for SideFX Houdini that allows easy creation and access HDAs from a Library. 00:07 HDAs General Handling 01:57 HDRI 02:30 RS-Proxies 03:30 Aixterior Assets & Scattering 09:15 Megascans Assets 11:23 Examples https://www.enoni.de/wp/asset-handler/
-
Role Interference Pattern are looking for an experienced senior artist to be our Head of 3D. The role will involve leading 3D teams, choosing good technical solutions to creative challenges and ongoing hands-on work as a CG artist. We are looking for a highly motivated, self driven individual with a desire to help us continue to expand and develop the studio. If you’re interested in the following areas then we’d love to hear from you: High resolution modelling and sculpting for characters and environments Photorealistic texturing and surfacing Lighting both realistic and stylised 3D scenes Compositing workflows and methodologies for both live-action VFX and full CGI animation Rendering technologies Working with real-time engines such as Unreal and Unity Leading teams and providing oversight and feedback to team members Working within structured studio pipelines and using that knowledge to further develop workflows In depth knowledge and experience in SideFX Houdini is a big plus Candidates must be able to legally work within the UK About Us We are a thriving animation studio based in Edinburgh, one of the most beautiful cities in the UK. We do a range of animation and vfx work, including for features, broadcast content, commercials and marketing, original shorts, interactive VR experiences and bespoke 3D outsourcing via IPBuild. We offer a warm, flexible, family-friendly working environment and a really interesting and diverse range of work. Location We are currently all working remotely. However, we’re really looking forward to being back together on-site again and are looking for a candidate who could be based within commuting distance of Edinburgh. (A hybrid model with time split between onsite and remote working would be considered.) Application Process To apply, please send your CV, cover letter and links to an online showreel or portfolio to info@interferencepattern.com with “Head of 3D” in the subject line.
-
This might sound like a silly question but, Is there any easy way or a tool that would collect all the assets into a Houdini folder structure with 1 click? Many times creating a project leaves me with a lot of textures, models, and other assets spread over different hard drives and folders. I know the best way is to throw them straight to the Houdini folder structure but sometimes I just don't know if I will use this asset and I prefer to make it on final export, or just don't bother in order to stay focused on the creative process. Coming from other applications this is a part of the workflow and yet I haven't found any solution here in Houdini to collect all assets easily.
-
DupeVFX are looking for a Mid-Senior Houdini artists to join our small growing 3d team in East London. We are currently at the stage of switching to an almost full Houdini pipeline, wanting to take advantage of using Solaris and USD to drive the pipeline backbone and PDG for automation. The two roles we are currently interested in are: - Lighting artist with production experience using Arnold for Houdini. Solaris experience a bonus. - Pipeline oriented Houdini artist to help develop our Houdini/USD/PDG pipeline and integrate with our internal pipeline tools. We would also welcome very experienced supervisors that have run multiple shows using Houdini as the core DCC. To apply send an email to joinus@dupevfx.com
-
Hello! I'm a student in fourth year in Animation/VFX at Filmakademie Baden-Württemberg, currently starting production on our diploma project including some really awesome VFX shots. The film is a 2 minute social spot promoting renewable energies for private households, the title is "Mother Nature's Power". The story will be told with footage shot in Iceland and in a studio and then some disasters at the film's climax are VFX / Full CG parts. Here are our three key concepts for what we'll create photo-realistically later on: (Oil Rig being crashed by an iceberg) (Coal power plant falling into a sinkhole) (Volcano erupting and the lava turning into solar panels) To get to the point: We already have a big talented roster of film and animation students assigned and scheduled, but we are still looking for help in the department of lighting (Houdini/Redshift/Arnold) and assets (Anything). If you're a passionate artist looking for opportunities to collaborate then we can provide a platform for potentially awesome portfolio work. We'll be working on this for a year from now and we are very flexible with scheduling. Remote work is no issue at all as well. If you are interested, I can send you a project folder with details about our concept and approach as well as our animatic that is almost final and we can talk further. If you wanna know more about the heads of this project, here is the vita from me and the 2nd VFX-Supervisor on this project Lucas Bruchhage: https://www.linkedin.com/in/martin-egger-3d/ (Aixsponza, Mackevision, MPC) https://www.linkedin.com/in/lucas-bruchhage/ (Framestore, MPC) The main director that I share co-direction with is Nicolas Bori, student in Advertising Direction with a lot of production experience also. Check out his website here: https://www.nicolasbori.com/ We're looking forward to hearing from you! Cheers from Stuttgart, Martin Egger Contact: martin.egger@filmakademie.de
-
Hi all I've been looking at creating usd variants from the following, thinking on using this to create a model with variants from a piece of geometry that has a primitive attribute called "myattr" with 2 values (say half a sphere with myattr="left", and the other side called "right") 1- sopimport an object into LOPS with prim attributes. 2- create an add variant to existing primitive block 3- done Any ideas on how to iterate through each of the primitive attribute values to create this variants? adding a hip file for reference, maybe someone can help Thanks in advance! usdvariants_from_groups.hipnc
-
APPLY NOW As an award-winning animation studio, arx anima is specialized in high-end character animation and development. For our upcoming feature film we are currently looking for motivated, integer people with a hands-on mentality and an open mindset. We truly believe that building up a positive working environment automatically crafts happiness on all ends. As the Environment Supervisor you will work closely with the Art Director, CG Supervisor to set quality standards, identify potential strategies, assess technical options to meet the visual requirements and evaluate production schedules. You participate as a leader and hands-on contributor through all stages of preproduction and asset production. Working period: We are looking for you to start working as soon as possible - throughout the end of asset production which is estimated by April 2020. Location: Preproduction will take place in Vienna, Austria - the world’s most liveable city - until the end of August 2019. You are willing to move to Las Palmas after the preproduction phase with regard to proceed with production on the charismatic island of Gran Canaria. Responsibilities: Equipped with a hands-on-mentality, you will conduct the creation of expressive characters, including the building up of topology, textures, shading and animation rigs. Teamwork is a virtue. You will lead a marvelous team of artists to craft amazing landscape that meet the technical and aesthetic requirements of the project. You will supervise an Environment Team composed of modelers, texture painters and look development artists in the production of extensive open hair sets, providing both artistic and technical mentorship. Environments are an essential part of any production. In this position you will be directly responsible for ensuring disciplines of scene assembly, layout and set dressing. You will work closely with the Pipeline lead, Layout supervisor and Lighting supervisor to guarantee the smooth transition of the Environments to the final stage of production. Requirements: For the open position as Environment Supervisor you will bring Strong knowledge and understanding of the natural world and architecture Experience in producing animated movies and/or series in the same or a similar position for at least 3 years Strong leadership skills with a solution-driven mindset Deep understanding of technical needs to define the production requirements Experience in production of environment is required Experience in procedural modeling and scene optimization is a big plus Proven technical knowledge of Houdini and Maya is a big plus Deep understanding of the relevance of the asset department to ensure a smooth production workflow is a high advantage Ability to delegate and empower your team Social skills for your fellow coworkers, including 50GB of humor and respect Ability to implement and maintain an open and supportive feedback culture APPLY NOW We are an equal opportunity employer and value diversity at our company. We do not discriminate on the basis of race, religion, color, national origin, gender, sexual orientation, age or marital status.
-
- environment
- asset
- (and 4 more)
-
Hey everyone! I recently finished up a tutorial on creating game ready procedural rocks assets for UE4 Hopefully you can learn a thing or two on my process and feel free to let me know if you have any suggestions, critique, or questions about anything you see! Video preview Free Demo version: https://gum.co/rocksue4demo Full version: https://gum.co/rocksue4 Includes: 8 Video Chapters Project file (.hip) Hi/lowres meshes+maps Tools: Houdini 16.5+, Unreal Engine 4 Introduction: Chapter_1_Base_Shape 26 min Chapter_2_VDB_Setup 4 min Chapter_3_Detailing 12 min Chapter_4_Texturing 21 min Chapter_5_Remesh 10 min Chapter_6_LOD's 9 min Chapter_7_Save_File 15 min Chapter_8_Bake 4 min Difficulty : Intermediate-Advanced Format: Recorded video chapters
-
Wireshape is currently selecting participants for its Private Beta Program. Created for provide a high quality web stock of 3D scanned models for extreme closeups, Wireshape arrived to become a fast and accurate solution for customers who need high-fidelity 3D data. So, if you want to be one of the first to test pre-release products, offer your feedback, get gifts and special discounts, request an invite to beta here: https://wireshape.net/soon/ P.s. thanks to Marc for kindly helping to direction the location this announcement to the ODFORCE Community.
-
- 3d scan
- 3d scanned models
-
(and 3 more)
Tagged with:
-
Hi! I have created an asset(facial rig), and I want to use it as a part of another asset(character setup). I'm saving both of them into one .otl file, but because I'm using the absolute path for the facial rig("Save to the library" field in Type Properties) it stops working when I'm sending the .otl file to another computer. How can I embed one asset into another, so that they would be contained in one file? Also, when I'm trying to upload an asset to the orbolt, I'm getting an error "Embedded dependencies need to be within nested namespaces." I'm assuming that this error is related. Can you explain to me what does this mean and how can I embed the asset "within nested namespaces"?
-
We have just published our latest GridMarkets Houdini Artist profile. This time we chat with talented Danish artist Pingo van der Brinkloev about his latest project, Knitbox, a collection of digital assets for the procedural creation of 3D fabric. There's a free downloadable asset for you to play around with. We hope you enjoy the feature, Patricia and the GridMarkets team
-
- 1
-
- artist profile
- knitting
-
(and 2 more)
Tagged with:
-
Let's say I have an asset I have created with a number of dependencies to the files system, from ready flies, to caches, to creating point clouds and a not trivial (aka linear) approach in which the asset, based on certain conditions or user selection does one thing or another. If I want to publish this assets and all its dependencies to a repository I will have to traverse this, potentially, huge network with subnetworks inside (think Chops inside Sops for example) and rewire all these paths, move files to the repository and then export the asset. My feeling is that this particular task is kind of done in the Render Pre-flight but I wonder if it is accessible and more important, is this the best way to address a more compartmentalised pipeline? How are you guys approaching this? any suggestion? thanks in advance and hope this thread becomes a source of inspiration for everybody.
-
I am using auto rig to create a character setup. It generates an animation rig and a deform rig. For convenience, I want to combine them into one network, so that animator would only need to create one node. I have just copied my deform rig into the animation rig network. It works, but I'm not sure if it's the right way to go about it. Also, when I'm trying to upload the asset to orbolt, I'm getting an error: "OTL file missing dependencies: [deform_rig_name]. Embedded dependencies need to be within nested namespaces. For more information see the namespaces section in the asset guidelines." So I have two questions: 1. Does it make sense to just copy deform rig into the animation rig to combine them into one asset, or is there a better way to go about it? 2. If I embed one asset into another one, how do I fix the missing dependencies error?