Alexey VanzhulaThere is no hatred, I only make an honest assessment of Blender's shortcomings, the Blender modelling tools are over 15 years old, the BI has been promising to update them for over 10 years, and like I said, I like to limit the number of applications I use, it just makes no sense to me to add another application to my workflow for modelling when I already have Houdini and 3D Coat for that, besides, I rarely model these days, it's usually much faster to just hard-surface sculpt what I need using 3D Coat voxel-sculpting and then do an auto retopology, than to actually model anything, classical modelling is becoming a thing of the past IMHO!
3D-Coat is a wonderful program. I'm really glad that the developer is working on classical modeling. But for now, it's more of a solution for low-poly modeling. You can model in 3D-Coat with subdivision, but it's not comparable to other programs. I particularly insist on SubD modeling because it hasn't been phased out and is still popular, even considering the growing popularity of Plasticity as a convenient solution for hard-surface modeling.
I don't like Blender and its development policy, but YouTube is flooded with videos on subdivision modeling in it. Therefore, it's strange to read about your apparent hatred towards it, at least for this reason.
GCharbAlexey VanzhulaThere is no hatred, I only make an honest assessment of Blender's shortcomings, the Blender modelling tools are over 15 years old, the BI has been promising to update them for over 10 years, and like I said, I like to limit the number of applications I use, it just makes no sense to me to add another application to my workflow for modelling when I already have Houdini and 3D Coat for that, besides, I rarely model these days, it's usually much faster to just hard-surface sculpt what I need using 3D Coat voxel-sculpting and then do an auto retopology, than to actually model anything, classical modelling is becoming a thing of the past IMHO!
3D-Coat is a wonderful program. I'm really glad that the developer is working on classical modeling. But for now, it's more of a solution for low-poly modeling. You can model in 3D-Coat with subdivision, but it's not comparable to other programs. I particularly insist on SubD modeling because it hasn't been phased out and is still popular, even considering the growing popularity of Plasticity as a convenient solution for hard-surface modeling.
I don't like Blender and its development policy, but YouTube is flooded with videos on subdivision modeling in it. Therefore, it's strange to read about your apparent hatred towards it, at least for this reason.
PolyMarvelsI have learned a ton with your videos, so thanks to you! đ
Hey folks seems like a good opportunity for me to chime in and clarify some things around modeling in Houdini. Before I start, just wanted to say thanks to @GCHarb for recommending my videos.


HGaalAll this is easily done in Modeler with the PolyPen tool, except for non-screen projection, but this shortcoming is addressed in the upcoming version.
Yes, the modeler add-on partially solves something, as I managed to form an opinion, but it is not unable to eliminate the main ulcers of the polysplit.
Carlos_RivadullaPersonally, I am moving more and more toward a sculpting/auto-retopology workflow, using 3D Coat voxel sculpting and auto-retopology tools, much faster this way, and I can easily make incredibly complex models that would be very difficult, if not impossible to model the traditional way!
Do you see polygons and traditional modeling surviving for much longer? It would be good to know if SideFX believes in it because perhaps it's not something they are considering in their roadmap, and we can let the matter fade away.
GCharbCarlos_RivadullaPersonally, I am moving more and more toward a sculpting/auto-retopology workflow, using 3D Coat voxel sculpting and auto-retopology tools, much faster this way, and I can easily make incredibly complex models that would be very difficult, if not impossible to model the traditional way!
Do you see polygons and traditional modeling surviving for much longer? It would be good to know if SideFX believes in it because perhaps it's not something they are considering in their roadmap, and we can let the matter fade away.
kodraOh, my bad, g-splating is mostly a new way to deal with 3D scanning data from what I understand, pretty decent to turn images into 3D models and such, mostly for static objects, but I haven't seen anything that could really be used in production for rigging or painting without turning it into polygons, I have seen really cool stuff in Unreal, but mostly static, so I am not sure if the technology is quite there yet for production of anything that is not static, but this is definitely some cool stuff!
You misunderstood what he was trying to say. Auto-retopology is still polygons. He was referring stuff like Gaussian Splatting, which (roughly) is a way to capture and render 3D environment without any polygon, let alone retopology.
Personally I think G-Splatting is just way too new for us to make any verdict, just like AI workflow. From what I know so far, it's quite hard to imagine how G-Splatting is going to replace character animation, for example.
PolyMarvelsMy thought exactly, g-splatting is for existing objects that can be photographed, if you need to create from scratch, then you need to model/sculpt, at least as far as I understand!
As long as you need something specific, 3D modeling will be the thing.
HGaal
Blender and Cinema have an ultra feature with the creation and shift of an edge parallel to the original one and the shift of intersections. Both from the outer and inner ribs. I haven't found a simple way to implement this in Houdini. Who knows?
This, by the way, is a great idea for a âmodellerâ.
PaQ WaKthis feature will be implemented because it is truly useful.HGaal
Blender and Cinema have an ultra feature with the creation and shift of an edge parallel to the original one and the shift of intersections. Both from the outer and inner ribs. I haven't found a simple way to implement this in Houdini. Who knows?
This, by the way, is a great idea for a âmodellerâ.
Yes I hope edge manipulation like that will find his way in Modeler, I'm used to slide-duplicate existing edges (with metric distance, not %) all the time in Modo too, especially for sub-d edge supports.


Mike_A
I really hope some staff from Sidefx come across this thread, if only to emphasise that there are people who do model in Houdini - and who want to model in Houdini!
jomaro
but sometime I feel they don't want to do it on purpose :/ and they want to stick with FX only.

