Project file can be purchased here:

https://gumroad.com/davidtorno

This week I am breaking down my entry for day 04 Escape. This entry did not win, but the techniques used within the build can be useful. I will go over procedural modeling of a cartoon jail, complete with a simple animated character. Also included will be how to import your keyframe animation into vellum for added movement, how to reshape a box with VEX to create curved surfaces, manipulate curves using the @pscale attribute, and much more.

Some highlight points of the breakdown video:

  • 00:00:00 - Entry overview
  • 00:02:19 - Jail roof build
  • 00:10:02 - Jail floor build
  • 00:11:32 - Jail sign build
  • 00:19:18 - Jail roof center light
  • 00:20:05 - Jail roof lanterns
  • 00:24:25 - Jail bars build
  • 00:35:05 - Ground with hole build
  • 00:40:42 - Grass build
  • 00:50:01 - Blob character build
  • 00:58:41 - Blob character animation
  • 00:59:25 - Vellum collider build
  • 01:00:07 - Vellum simulation
  • 01:06:09 - Transfer sim to high res character
  • 01:09:03 - Cyc build01:10:49 - Camera settings
  • 01:12:42 - Lighting
  • 01:15:54 - Render breakouts
  • 01:21:02 - Redshift3D materials
  • 01:24:48 - Render settings
  • 01:26:21 - Brief expression code explanation

CREATED BY

VFXMAN222

Houdini Educator, Tutor, and Consultant

More from vfxman222

COMMENTS

  • vfxman222 3 years, 4 months ago  | 

    Thanks to Daniel for pointing out a spot in the tutorial where I needlessly use a for loop when it's not really needed. Around the 48 minute mark I am copying the line to points.

    There is no need for the for loop at all.

    Daily challenges foster many opportunities to move fast and carelessly, this would be one of those moments in my case. :)

    When I usually setup that system up I am also normally accessing point attributes on the incoming stream to the loop and using the point() expression on some parameters on the source geometry that gets copied. In this case I did not do that, thereby negating the need for the loop.

Please log in to leave a comment.