So far, it’s a lot slower than modeling in Maya. The procedural workflow forces you consider every step you make, but it also allows you to backtrack up through your history of steps. So you can jump in a start throwing down polygons if you please, but you’ll end up with a very cluttered workspace.
I’m creating the Krell model in Houdini because I plan on taking advantage of it’s procedural capabilities to create a large variety of Krell fighters. Sanderson, the writer of Skyward, described the Krell ships as being hastily put together. Therefore, the model above needs some messying up.
I’ve recently began to learn the 3D animation software Houdini, and in an effort to learn it more effectively I’ve given myself something that resembles a long-term project.
Brandon Sanderson’s new book Skyward now sits atop my electronic shelf of conquered Kindle books, and like most of his works I finished it wanting more. So, to keep myself in the world of Detrius, why not use the story as a vehicle for a 3D animated project?
As always, I’m biting off more than I can chew. I have a 5 1/2 month old baby, more work than I’ve ever been given, not to mention lame attempts at living a semi-regular life in Spain. Yet, I’m looking forward to see how far I can get before life forces me to throw in the towel.
Fortunately, the book has orthographic views of all the different space jets and enemy vehicles. That’s a huge load-off when developing these models.