Houdini - Practice

So I have started having a play in Houdini. Really enjoy the interface and could see this being my main workhorse in the future. I decided to see if I could make a football. This proved to be a useful way to learn some Houdini basics.

First I made went about making a platonic:

 I wanted to use the face count to extrude and subdivide each face.  I created a ray - sphere to choose the size of my football.

I wanted to use the face count to extrude and subdivide each face.  I created a ray - sphere to choose the size of my football.

 As you can see I have created the football using a for each loop using the face count (patches attribute). I then used the fuse and subdivide command to finish it off. What I really like about Houdini is how I can make non-destructive changes to my assets.   Jake

As you can see I have created the football using a for each loop using the face count (patches attribute). I then used the fuse and subdivide command to finish it off. What I really like about Houdini is how I can make non-destructive changes to my assets. 

Jake

Nikon F2 Texturing - Autodesk Maya & Quixel

Hi guys!

So I decided to start a blog on my site to hopefully get some more feedback on my work. The blog will consist of mainly my 3D work however the occasional photography post will be making an appearance too. Enjoy! :)

The render above is in Quixel. I used Zbrush to create a high poly mesh, then used Xnormal to create the maps below: 

 
 So I modeled a Nikon F2 in Maya, my next step is to texture it using the Quixel Suite. Above is a render in the Quixel suite using the various maps. 

So I modeled a Nikon F2 in Maya, my next step is to texture it using the Quixel Suite. Above is a render in the Quixel suite using the various maps. 

 I am pleased with the results thus far.   The lens glass model is not present as I plan to create a realistic glass material in the Unreal engine.  Quixel does not allow two-sided materials hence why it looks as if theres a hole through the side of the lens. 

I am pleased with the results thus far. 

The lens glass model is not present as I plan to create a realistic glass material in the Unreal engine.

Quixel does not allow two-sided materials hence why it looks as if theres a hole through the side of the lens. 

 Currently the camera looks quite new and feel some more weathering would add to the design. 

Currently the camera looks quite new and feel some more weathering would add to the design. 

F2BaseTextures

Above are the diffuse, metallic, roughness, occlusion and normal maps so far for UE4.