Houdini巴黎研讨会Houdini HIVE Paris

Houdini巴黎研讨会Houdini HIVE Paris

Houdini & 3D / Surface Scanning Workflows | Paul Parneix | Houdini HIVE Paris

3D and surface scanning solutions are more and more accesible for games and VFX studios, but crafting a production-ready asset from a raw scan can be quite challenging. Paul will share his expertise on photogrammetry and photommetric-stereo techniques, and show how Houdini can help at different steps of the workflow to make things easier in the scope of building production ready assets. He’ll also show how the new Houdini PDG system can be used to run and unify the different steps of the pipeline.
Paul Parneix is a Sr FX Artist and Technical Artist at Unit Image. After studying Biology at the university, he moved to Paris to learn VFX. He started to work as a generalist artist and quickly moved to FX. He joined the Unit Image team 4 years ago and worked on projects like trailers for God of War and Beyond Good and Evil 2. On the side of his FX job, he learned Python / C++ and participated in the development of a full-body and facial photogrammetry rig for Scan Engine, a 3D Scanning studio created by Unit Image. He also developed techniques and rigs for surface scanning using photometric-stereo and photogrammetry.
谷歌翻译:3D和表面扫描解决方案越来越多地适用于游戏和VFX工作室,但从原始扫描中制作生产就绪资产可能非常具有挑战性。 Paul将分享他在摄影测量和光度测量立体技术方面的专业知识,并展示Houdini如何在工作流程的不同步骤中提供帮助,以便在构建生产就绪资产的范围内更轻松。他还将展示如何使用新的Houdini PDG系统来运行和统一管道的不同步骤。
Paul Parneix是Unit Image的高级艺术家和技术艺术家。在大学学习生物学后,他移居巴黎学习视觉特效。他开始以通才艺术家的身份工作,并很快转向FX。 4年前,他加入了Unit Image团队,参与了战争之神和超越善恶2的预告片等项目。在他的FX工作方面,他学习了Python / C ++,并参与了全身体的开发。用于扫描引擎的面部摄影测量装置,由单位图像创建的3D扫描工作室。他还开发了使用光度 – 立体和摄影测量的表面扫描技术和装备。

 
 
 

Houdini as the Best Software for 3D Grooming | Andriy Bilichenko | Houdini HIVE Paris

Andriy will introduce the procedural features of building a hair system for a lion. He will explain why grooming artists do not need to try to recreate the usual methods of grooming, known to them from other 3D packages. He will show procedural methods of forming hairstyles for human characters and introduce some tricks and tips.
Andriy Bilichenko is a 3D and 2D freelance artist.
谷歌翻译:Andriy将介绍为狮子建造头发系统的程序特征。他将解释为什么修饰艺术家不需要尝试重新创建通常的修饰方法,他们从其他3D包中知道。他将展示为人类角色形成发型的程序方法,并介绍一些技巧和提示。
Andriy Bilichenko是一位3D和2D自由艺术家。

 
 
 

Building Worlds with Houdini | Benoit Martinez | Houdini HIVE Paris

Working on the Ghost Recon franchise, Benoit and his team developed around Houdini an innovative and dedicated toolchain to shape the world and produce a wide variety of environments. This lecture will describe the techniques and technology behind this work and how they gave the artists the right tools to control large scale landscapes and small details. He’ll explain the procedural approach they adopted to create terrain, roads, forests, rivers and settlements, and how all those tools are connected to each other. He’ll provide an overview of the tools and also the dedicated Houdini pipeline developed over years to create AAA game environments at Ubisoft Paris.
Benoit Martinez started in the video game industry in 1999, since then he’s been lead artist, art director and technical director. In 2011 he joined Ubisoft Paris and he introduced Houdini in production. Since then he worked on Ghost Recon : Wildlands (2017) and on the newly announced Ghost Recon : Breakpoint. Benoit is in charge of the environment team and the procedural team, working on both content and tools to create rich and detailed open worlds.
谷歌翻译:Benoit及其团队致力于Ghost Recon特许经营,围绕Houdini开发了一种创新且专用的工具链,以塑造世界并生产各种环境。本讲座将介绍这项工作背后的技术和技术,以及它们如何为艺术家提供控制大规模景观和小细节的正确工具。他将解释他们为创建地形,道路,森林,河流和定居点所采用的程序方法,以及所有这些工具如何相互连接。他将概述这些工具以及多年来开发的专用Houdini管道,以便在Ubisoft Paris创建AAA游戏环境。
Benoit Martinez于1999年开始从事视频游戏行业,此后他担任首席艺术家,艺术总监和技术总监。 2011年,他加入Ubisoft Paris,并在生产中介绍了Houdini。从那时起,他参与了Ghost Recon:Wildlands(2017)以及新发布的Ghost Recon:Breakpoint。 Benoit负责环境团队和程序团队,致力于内容和工具,以创建丰富而详细的开放世界。

 
 
 

Houdini Oceans | Jeff “Old School” Wagner | Houdini HIVE Paris

Jeff takes you through the basics of oceans in Houdini – including small and large ocean tools, guided ocean simulations, white water, and more.
Jeff “Old School” Wagner has been a part of the SideFX Software support team from the early days of PRISMS leading up to today’s Houdini. Over the years he has accumulated a vast wealth of knowledge and insight and is regarded by many as a true Houdini Guru. If you’ve encountered him online or watched one of the tutorials then now is the opportunity to meet him in person.
谷歌翻译:Jeff带您了解Houdini的海洋基础知识 – 包括小型和大型海洋工具,引导海洋模拟,白水等。
Jeff“Old School”Wagner从早期的PRISMS到今天的Houdini一直是SideFX软件支持团队的一员。多年来,他积累了丰富的知识和洞察力,被许多人视为真正的胡迪尼大师。如果你在网上遇到他或者看过其中一个教程,那么现在就有机会亲自见到他。

 
 
 

Creative Ways of Using Houdini for Motion Graphics | Maxime Hacquard | Houdini HIVE Paris

Maxime will display how to take advantage of Houdini for creating 3D motion design. It will be focused on its simplest use for fast and efficient results.
Maxime Hacquard is a Mhsprod Director and founder of the Motion Designers Community.
谷歌翻译:Maxime将展示如何利用Houdini创建3D动画设计。它将专注于最简单的使用,以获得快速有效的结果。
Maxime Hacquard是运动设计师社区的Mhsprod董事和创始人。

 
 
 

From Motion to Emotion | Niels Prayer | Houdini HIVE Paris

Through a retrospective of several works he did and more recent ones, Niels describes his way of thinking about image, the importance of sound, and how he’s using Houdini in different ways, from pure motion design to more art projects integrated with his piano works.
Niels Prayer is a French designer and director. Working in the industry since 2013 as an FX Supervisor first, he has slowly moved to motion graphics through the years and start to build a strong visual identity with a minimalist aesthetic and a poetic storytelling. As a musician too, he has implemented what he’s learned through his classical musical formation into his approach of making visual content, always looking for a powerful mood and a very high sense of surrealism.
谷歌翻译:通过回顾他所做的几件作品和最近的作品,Niels描述了他对图像的思考方式,声音的重要性,以及他如何以不同的方式使用Houdini,从纯粹的动作设计到与他的钢琴作品相结合的更多艺术项目。
Niels Prayer是法国设计师和导演。自2013年以来,他作为外汇监督员首次在行业工作,多年来他逐渐转向动态图形,并开始建立一个极简主义美学和诗意故事的强烈视觉形象。作为一名音乐家,他通过他的古典音乐形式将他所学到的知识应用到他制作视觉内容的方法中,总是寻找强大的情绪和极高的超现实主义感。

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