Feather Systems in Houdini

Feather Systems in Houdini

Feather Tools | Tighe Rzankowski | Houdini Hive at SIGGRAPH 2017 A talk on procedural tools created in Houdini for generating feathers, creating wings and applying feathers to a...
Houdini Castle Defender VR

Houdini Castle Defender VR

Gabriel is a Game Intern at SideFX. He graduated from Drexel University with a B.S. in Digital Media and an interest in Houdini for game development. In his presentation, Gabriel talks about the Castle Defender VR project. He walks through the creation of the Houdini...
Maya – Basic Particle Object Dissolve

Maya – Basic Particle Object Dissolve

Tutorial by Professor Jeremy Fernsler In this video we use Maya’s nParticles to dissolve an object into blowing dust. The techniques used are fairly straightforward and are useful in many other situations. Enjoy! Sample...
Universal Joint Rig for Eyes

Universal Joint Rig for Eyes

Using geometry and normal constraints, we can force group nodes to follow the contour of the eyeball. With a point constraint, a controller’s translates move a group over the eye because of the geometry constraint. The normal constraint forces the group to rotate,...
Branching in Nature & Modo

Branching in Nature & Modo

Branching is a common but perhaps often overlooked detail in organic modeling. Tree branches, roots, blood vessels, even waterways follow a certain pattern. In this video, Prof. David Mauriello looks at that, explains why it’s the way it is, and finishes with a...
ZBrush & UVMaster

ZBrush & UVMaster

In this video, Prof. David Mauriello provides an overview of the UV Master plugin in...