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I did this model recently for RADIUM for use on VW spot. It was animated, by RADIUM, in Maya 4.5 and I delivered it in Maya format. But I modeled it in Houdini. as RADIUM uses both. What this model is, is a complex character that is a cross between tumbleweed and dafidil flower. Each of those appendages, stalks, and there are 74 of them, are like compressed tentacles with large sucker. Inside the sucker is a highly detailed model of the VW Bettle GT rim. I modeled the rim initially as NURBS. I did not have any manufacturer's files, onlly photos. I modeled the body which is composed of spherical core and 74 tentacles as sub-division surface. This was harder then enivisoned. I originally planned to simply make a NURB sphere then blend each of the stalks using NURB sur2surf blending. But it was not meant to be. The director and CG super weanted a more organic look, and simply blended NURB stalks were looking rather mechanical.
Enter Houdini's sub-divs. The thing with sub-divs, regardless of apps, I know I can do it even without thinking what it will end up like. Sub-divs are like 2nd nature to me.
So I model a single stalk as a sub-div. Along the way i converted the NURB rim into sub-divs, so the seal between the edge of the sucker and rim were watertight. Thats the advantage of sub-divs over NURBS. If cage edges are mated, you are 100% guaranteed airtight render geometry. having stalk and wheel rim being different object simplified rigging and texturing in Maya a lot, down the line. The rim itself is composed of bunch of sub-objects. What you have here is a soft body that is hokding onto a hard surface geometry. With Houdini's sub-ds that matching of soft and hard was fairly painless.
Next the complete stalk (with rim) is Source SOP'ed into another Geometry node. In that new node I created 74 appendages using Mirror SOP. Each of the 74 Mirror SOPs did not include the original, was centered around 0,0,0 origin, and had different angles. By draging the handle I was interactively placing each of the stalks along an imaginery spherical surface. The inner core had yet been created. To keep the organic and unique nature of this character, the distribution of the stalk was not orderly. I only eyeballed the distances between the stalks. Director's guidance was to limit the inbetween space as much as possible. I traded few OpenGL grabs with him and CG super at RADIUM, to nail down the number of stalks. This was important to the next step.
Next was to create the inner core. This I did by simply bridging similar points on neighboring stalks. This was most time cosuming part of the modeling proccess, and I had restart the core couple of times, becouse, wouldn't you know it, the finalized # of stalks kept kreeping. The end result was that the body of the character was one contigious surface.
The individual stalk bodies were themselves carefully modeled to account for the fact that they would stretch and contort durong animation. The entire body surface was a large dense grid. This gridlike topology made rigging in Maya easier proccess.
Into Maya.
The body was exported as wuad cage object in OBJ format so it retained its UVs. UV't took some time to optimize but Houdini's UV tools are par-execellence. Basically the stalk had optimized cylindrrical projections, while the inner core cage polygons had unwarapped UV's
Each of the part arrays of the wheel were exported as OBJs. Sence individual parts had their own UV's. Houdini's Mirror SOPs simply propagated the UVs across the entire array.
In Maya each of the cage meshes was converted into Maya's own sub-divison surfaces. As both Houdini and Maya Unlimited use Catmull-Clark as their basis for sub-division. I was able to test the smooth version in Houdini by using Sub-Divide SOP or by rendering the cage.
So my hats of to SESI team for developing such nice peice of software.
Dave Rindner