![Headus uv layout tutorial 3ds max](https://kumkoniak.com/78.jpg)
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Look-dev, lighting and rendering was all done in Houdini and 3Delight.įrom there I never used Houdini again until I was working on Geostorm at Dneg. It’s been a while since I used Houdini at work, the very first time I used Houdini on a show it was while working on Happy Feet 2, it was our main scene assembler for the show.
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The video is about 2 hours long and we can use this character in the future to do some other videos about character/creature work. And once we have that, we will re-project back all the details from the sculpt and we will apply high resolution displacement maps to get all the fine details like skin pores, wrinkles, skin imperfections, etc. In this video we will focus mainly on wrapping a generic character around any concep sculpt to get a model that can be used for rigging, animation, lookdev, cfx, etc. This workflow will speed drastically the way you approach digital doubles or any other humanoid character, like this zombie here. This generic humanoid would have perfect topology, great uv mapping, some standard skin shaders, isolation maps to control different areas, grooming templates, etc. To do this, we are going to use a generic humanoid, usually provided by your visual effects studio. This time is all about getting your concept sculpts into the pipeline. This is probably the last video of the year, let's see about that.
![Headus uv layout tutorial 3ds max](https://kumkoniak.com/78.jpg)