chunkified Posted March 17, 2007 Share Posted March 17, 2007 (edited) Hey all, Here is the production blog to my student film @ University of Hertfordshire, entitled Catduck. http://catduck.chunkified.com/blog The film is due to be finished on May 15th and is being made with Maya & Houdini for 3D and Fusion for compositing. I'll also be posting stuff from the blog in this thread! Thank you for your time, nile OH! and here is my current but very old online portfolio: http://www.chunkified.com Edited March 17, 2007 by chunkified Quote Link to comment Share on other sites More sharing options...
chunkified Posted March 24, 2007 Author Share Posted March 24, 2007 (edited) In the film there is a chase sequence based in an old, deserted town which has about 50-100 buildings that needed modelling. Instead of wasting countless days modelling them by hand, i made building modelling tool created and below is video of it in action. it's only an early version of the tool but basic functionality is there (9.5 MB) http://catduck.chunkified.com/wip/cBuildin...ilding_demo.mov Edited March 25, 2007 by chunkified Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted March 24, 2007 Share Posted March 24, 2007 Heh. Nice one. I enjoyed watching hte procedural building making. Quote Link to comment Share on other sites More sharing options...
Jason Posted March 24, 2007 Share Posted March 24, 2007 Cool, Niles - good luck with the production. Eager to see whatever you come up with! I like that little squat monster on your blog too. Quote Link to comment Share on other sites More sharing options...
edward Posted March 24, 2007 Share Posted March 24, 2007 Neat! I noticed that you're suffering from some Cookie SOP troubles though? To fix that, you could turn on Jitter in it and export the seed parameter for it to help combat those disappearing geometry problems. Quote Link to comment Share on other sites More sharing options...
chunkified Posted March 24, 2007 Author Share Posted March 24, 2007 (edited) ooo i'll definetly look into that!! i was getting really annoyed at the Cookie SOP because it's creating loads of N-Sided polys If there is anything else that anyone can think of to improve or add to the tool (in particular shadingeach building) it would be greatly appreciated thanks all for the positive comments Edited March 24, 2007 by chunkified Quote Link to comment Share on other sites More sharing options...
stevenong Posted March 24, 2007 Share Posted March 24, 2007 The tool is cool! :thumbsup: Good luck with the project! Cheers! steven Quote Link to comment Share on other sites More sharing options...
flowerdealer Posted March 25, 2007 Share Posted March 25, 2007 Looks really sweet! Just a quick question/suggestion: Wouldn't it be better to have the building asset in SOP level, so that you could use copy stamping with the parameters? Or how would you go about doing this if you have the asset at object level? Quote Link to comment Share on other sites More sharing options...
GallenWolf Posted March 26, 2007 Share Posted March 26, 2007 Hey that's a nice tool you got there! Look forward to seeing your final film =) flowerdealer, I remember a bit of chops used for copy stamping at the object level? So I came up with this little demo. Not sure if this could help but.... Alvin chopsForStamping.hip Quote Link to comment Share on other sites More sharing options...
chunkified Posted March 26, 2007 Author Share Posted March 26, 2007 ooooo i'll have a look at that! thanks all for your help Quote Link to comment Share on other sites More sharing options...
chunkified Posted May 7, 2007 Author Share Posted May 7, 2007 (edited) Hello all, I'm in need of some help/advice with the building tool. I'm currently adding features to it, the main feature being a procedural shading system. My first thought was to use texture maps as I can create a small library of different variations and load them either randomly or manually in the 'Controls' of the tool. Unfortunately my Houdini knowledge is lacking in the VEX and Shading department so i'm having sitting here scratching my brain wondering how to get the texture to behave properly. (see below) http://www.chunkified.com/stuff/not-good.jpg (just projecting the texture othographically obviously looks crap on all other sides ) Basically if you have the time and patience, what I need is a huge kick in the right direction on the UV's, opinion on whether i should use texture maps or make a shader, and how I would texture different sides of the building differently (i want to texture the roof differently if possible)... Thank you for your time... again, Nile Edited May 7, 2007 by chunkified Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted May 7, 2007 Share Posted May 7, 2007 For the UVs - have you try a UVunmap? Check this tutorial. It is for 3dsmax, but you get the basics idea... Quote Link to comment Share on other sites More sharing options...
chunkified Posted May 7, 2007 Author Share Posted May 7, 2007 (edited) yea i've tried UVUnwrap node but i don't want to have adjust the uv's of each individual building, take it into photoshop and texture it manually... edit: for those who are just coming into this thread: watch this: http://catduck.chunkified.com/wip/cBuildin...ilding_demo.mov then view my previous post from today: http://forums.odforce.net/index.php?s=&...ost&p=35672 again... Thanks Edited May 7, 2007 by chunkified Quote Link to comment Share on other sites More sharing options...
sibarrick Posted May 7, 2007 Share Posted May 7, 2007 Try adding groups one for each side of the building and then use 4 UVtexture sops one for each group. Set the projection axis to match the direction of each wall. Then you have 2 choices, either use a layer sop between each one so that you have 4 sets of uv coordinates in the same place - uv, uv2, uv3, uv4 or set the scale to 0.25,1,1 in the uvtexture sop and then offset each set of coordinates by 0.25, this way you can fit all 4 walls in one texture map. Basically you are building your own uv unwrap but one which is more controllable for your purpose Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted May 7, 2007 Share Posted May 7, 2007 Good idea Simon! chunkified - nice movie. Great job! Quote Link to comment Share on other sites More sharing options...
chunkified Posted May 8, 2007 Author Share Posted May 8, 2007 (edited) works a treat!!! :D :D *sends Simon a cake and a balloon!!* thanks for your help both of you! nile Edited May 8, 2007 by chunkified Quote Link to comment Share on other sites More sharing options...
chunkified Posted May 11, 2007 Author Share Posted May 11, 2007 (edited) sorry to bother you all... AGAIN! but having issues with the UVTexturing problem i had recently... at the moment only one side of the model has the texture showing... when I MMB the Shader node it says all 4 UV layers are present. attached is a stripped down *.hip of what's been created so far so if any of you have time to look at it and tell me what i'm doing wrong... that'd be great... thanks in advance nile building_help.zip Edited May 11, 2007 by chunkified Quote Link to comment Share on other sites More sharing options...
sibarrick Posted May 11, 2007 Share Posted May 11, 2007 without opening your hip file are you using a shader that supports layers? there a default VEX layered surface shader I think or if you are rolling your own make sure to use the shading layer vop to bring in each uv layer. Quote Link to comment Share on other sites More sharing options...
chunkified Posted May 11, 2007 Author Share Posted May 11, 2007 yea i was using the default VEX Layered Shader and the uv layer feature in there but no luck?! Quote Link to comment Share on other sites More sharing options...
sibarrick Posted May 12, 2007 Share Posted May 12, 2007 The problem lies in the fact that your texture is repeating and not a decal. Therefore for each set of uvs the map is repeated over the entire model. 2 ways to fix this 1. Use the other method I suggested. 2. Make a seperate shader for each face and change the uv attribute for the base layer to match each uv layer, then assign the seperate shaders using the groups you have already. Make sure to clear any maps from the other layers of the shader. Quote Link to comment Share on other sites More sharing options...
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