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Add transcription for: frames_zips/DJA_EpicEnvironmentsMovies_DownloadPirate.com_Part 04.1 - Modeling In Houdini_frames.zip

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transcriptions/frames_zips/DJA_EpicEnvironmentsMovies_DownloadPirate.com_Part 04.1 - Modeling In Houdini_frames_transcription.json ADDED
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+ {
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+ "text": " So here we are in Odini. Before we get started and check all the assets, we need to check even if it's by default option, we need to check the setting just in case because it's a bit different than Maya. It's the unit scale because I think Odini works in meters and depending on your settings in Maya, but we set everything in centimeters. So if you want to go to the edit and preference tab and then go to hip hop options, you can see that everything is in meters and everything is set to one. That's the default option I think. So you don't really need to change that, but just to make sure that everything is set up correctly. And yeah, there's also one thing to note is that I'm working in ACCG. So whenever you're gonna do rendering you might want to check your settings in the rub so if you go and check the V-Renderer rub you can go into I think it's the renderer tab and then color mapping and then RGB color space is set to SSTG and then we can just check the other settings after that. The first thing that I do is same process as in Maya. I set up a character for the reference because it's pretty useful. So I just click on simple by-pad then we have a human scale reference. You don't really need that sometimes because if you ever work to in Udini at first at the start, you don't really need to again just use it at first. But since we did everything in Maya, we don't really need it. So it really depends on I would say your workflow. After that, the first thing that I do regarding all the things we did in Maya is to import the camera. So I have my camera here. It's an imported alimbaic file. The way that I do it is is to go to File, Import, and then Olympic Scene. And then you can check. Usually when you create a project in Udini, you can check that all the folders are there. I think text isn't, scenes isn't like a by default created folder, so you have to create it by yourself, but ABC is the one. And then you can just import your camera. It's 24 frames per second. Yeah, everything is checked on except for the hierarchy. And yeah, you import everything as in the limbic. Then you can import. The camera is there. So it's gonna have the same democleture, same name as your camera in Maya. So the mic camera was coming, O10 and then you can see it's here. So, but you're gonna see that your camera is gonna be imported, but the scale will be wrong because we worked in Maya. So you have to set everything to Udini unit. So what I do is you can just create a null in this node attached to this node and you hit 0.01 or 0.01 to set the scale, right? or just or 0.01 to set the scale right so if you just you can see that this is this is the camera but if you just delete that the camera is gonna be somewhere else yeah so I think it's better to just check the right scale but we can't see much difference since it's there's no object to reference to. So what we can do is import the first building, which are the main buildings. So these are the buildings that are imported. And you can see that they are a little bit different than that they looked in Maya. You can see that they have more faces and sort of panels. So the reason I did it is what I mentioned that it was lacking some details and panels. I was referring to this. So what I did is that I imported the object. Of course, I didn't really freeze transform my objects when I duplicated that one to this one. And so it's not a big deal. We can just adjust the normal after that. And then once we got our camera, I was gonna delete that one. We got our camera. You can see that it's way bigger than it's supposed to be. So we're gonna do the same thing as we did for the camera. We're gonna hit the transform because a null node is different in the object context and in the geometry context for the camera. So we can just use a transform and then put a.01 value to the uniform scale and everything is gonna be set to the right scale. So after that, I just put a normal. Everything is set up correctly. And then we have a good tool from the, I think, that's the Udini Labs tool. You've got a bunch of really cool useful tools that we can use for things like if you were to use Gaia, if you would use Unreal Engine, even for Train, a lot of things I barely use, a lot of them I think I just use I think the I use a lot of these I think like the labs edge color is really is really cool the quadrant Lululeate is really cool as well labs really small parts even though we have a a similar one by default. World building for like buildings, trees, roads is really cool, sci-fi panels is cool. But the one that we're going to use is the large subdivision. So if you hit tab and then tap lot, you have this cool node. And then you can just play with the, It's gonna add more more Faces based on your your topology So you can see that everything isn't really like a straight line like at nine degrees it's It depends on nothing than the normals of your edges But what I so what I did is to just play with it So you can you can add more detail to it But yeah, it's it's it's really cool I think it's really useful when you if you want to do sci-fi like Star Wars panels on your models and then what I what I did because I Wanted to have more I think extruded panels just to stand out because everything for now is super flat. So I use another lab node. It's called random selection. You can set it to a point or primitive. So what I did, I set it to primitive. And then you can just select the one like you can select a bunch of faces that we can just work on after that. And then you take on create group from selected. You can just be you can just create another group after that. But since we have this option here, because it use it color selected, of course, is I think it's ticked on by default. You can see you can preview and see the faces that yours, I would say selecting and create a group from and then what I did I used the poly extrude so I can extrude the faces based on this on this selection you can see that I use the selected group and then I just played it with the the the incident distance to have more depth or more extrude. If I just hide the wireframe, you can see that the faces are standing out more. Since it's that distance, we don't really care much about the detail, or if a geo is passing through another, we don't really care about that, because it's not gonna be seen since we only we're only working on one shot in one angle of course it would be different if the camera was closer to this but for now I think it I think that's enough and then what I did I used a bevel because I wanted to have more highlights on the edges of the geo so if I just use this moose higher You can use a poly bevel. So you can see now that they added bevels. So it's not like the the perfect geo or the perfect topology or sub demodel but I think it's really useful since the model isn't moving or rigged or being animated. So we can pretty much do whatever we want with it since everything else is going to be covered by kit bash. And then I use a non normal just to clean everything else. I use the color just to remove the blue faces and then I put on the materials. But that's something we're going to take a look after when we are going to do the texture in look dev. And then I usually put out like a final null node with the out as a prefix just in case I want to select the building and And do something else with it So that's the first step of the model. So we have like a 5% modeling process just to add more detail we can see how it looks at the distance. We've got more panels so it's looking nice. And then what I did is you add the water. So it's the same, it's pretty much the same grid as in Maya, but I wanted to recreate the grid by myself, put on color, put on the material, and same null node with the out prefix. And I did the same process for the arches which is here. We can see that the arches have more detail now. Plus some kit bashing on top of it. Oh yeah, this one has obviously more details. So that's for now that's it for the main buildings. And I usually start the texture in the look div this point when I have my own models ready because everything else is going to be cabashed and added to the scene. Even the middle road is going to be added after that but for now I think it's fine and we can just move on to the textures.",
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+ "segments": [
4
+ {
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+ "text": " So here we are in Odini. Before we get started and check all the assets, we need to check even if it's by default option, we need to check the setting just in case because it's a bit different than Maya. It's the unit scale because I think Odini works in meters and depending on your settings in Maya, but we set everything in centimeters. So if you want to go to the edit and preference tab and then go to hip hop options, you can see that everything is in meters and everything is set to one. That's the default option I think. So you don't really need to change that, but just to make sure that everything is set up correctly. And yeah, there's also one thing to note is that I'm working in ACCG. So whenever you're gonna do rendering you might want to check your settings in the rub so if you go and check the V-Renderer rub you can go into I think it's the renderer tab and then color mapping and then RGB color space is set to SSTG and then we can just check the other settings after that. The first thing that I do is same process as in Maya. I set up a character for the reference because it's pretty useful. So I just click on simple by-pad then we have a human scale reference. You don't really need that sometimes because if you ever work to in Udini at first at the start, you don't really need to again just use it at first. But since we did everything in Maya, we don't really need it. So it really depends on I would say your workflow. After that, the first thing that I do regarding all the things we did in Maya is to import the camera. So I have my camera here. It's an imported alimbaic file. The way that I do it is is to go to File, Import, and then Olympic Scene. And then you can check. Usually when you create a project in Udini, you can check that all the folders are there. I think text isn't, scenes isn't like a by default created folder, so you have to create it by yourself, but ABC is the one. And then you can just import your camera. It's 24 frames per second. Yeah, everything is checked on except for the hierarchy. And yeah, you import everything as in the limbic. Then you can import. The camera is there. So it's gonna have the same democleture, same name as your camera in Maya. So the mic camera was coming, O10 and then you can see it's here. So, but you're gonna see that your camera is gonna be imported, but the scale will be wrong because we worked in Maya. So you have to set everything to Udini unit. So what I do is you can just create a null in this node attached to this node and you hit 0.01 or 0.01 to set the scale, right? or just or 0.01 to set the scale right so if you just you can see that this is this is the camera but if you just delete that the camera is gonna be somewhere else yeah so I think it's better to just check the right scale but we can't see much difference since it's there's no object to reference to. So what we can do is import the first building, which are the main buildings. So these are the buildings that are imported. And you can see that they are a little bit different than that they looked in Maya. You can see that they have more faces and sort of panels. So the reason I did it is what I mentioned that it was lacking some details and panels. I was referring to this. So what I did is that I imported the object. Of course, I didn't really freeze transform my objects when I duplicated that one to this one. And so it's not a big deal. We can just adjust the normal after that. And then once we got our camera, I was gonna delete that one. We got our camera. You can see that it's way bigger than it's supposed to be. So we're gonna do the same thing as we did for the camera. We're gonna hit the transform because a null node is different in the object context and in the geometry context for the camera. So we can just use a transform and then put a.01 value to the uniform scale and everything is gonna be set to the right scale. So after that, I just put a normal. Everything is set up correctly. And then we have a good tool from the, I think, that's the Udini Labs tool. You've got a bunch of really cool useful tools that we can use for things like if you were to use Gaia, if you would use Unreal Engine, even for Train, a lot of things I barely use, a lot of them I think I just use I think the I use a lot of these I think like the labs edge color is really is really cool the quadrant Lululeate is really cool as well labs really small parts even though we have a a similar one by default. World building for like buildings, trees, roads is really cool, sci-fi panels is cool. But the one that we're going to use is the large subdivision. So if you hit tab and then tap lot, you have this cool node. And then you can just play with the, It's gonna add more more Faces based on your your topology So you can see that everything isn't really like a straight line like at nine degrees it's It depends on nothing than the normals of your edges But what I so what I did is to just play with it So you can you can add more detail to it But yeah, it's it's it's really cool I think it's really useful when you if you want to do sci-fi like Star Wars panels on your models and then what I what I did because I Wanted to have more I think extruded panels just to stand out because everything for now is super flat. So I use another lab node. It's called random selection. You can set it to a point or primitive. So what I did, I set it to primitive. And then you can just select the one like you can select a bunch of faces that we can just work on after that. And then you take on create group from selected. You can just be you can just create another group after that. But since we have this option here, because it use it color selected, of course, is I think it's ticked on by default. You can see you can preview and see the faces that yours, I would say selecting and create a group from and then what I did I used the poly extrude so I can extrude the faces based on this on this selection you can see that I use the selected group and then I just played it with the the the incident distance to have more depth or more extrude. If I just hide the wireframe, you can see that the faces are standing out more. Since it's that distance, we don't really care much about the detail, or if a geo is passing through another, we don't really care about that, because it's not gonna be seen since we only we're only working on one shot in one angle of course it would be different if the camera was closer to this but for now I think it I think that's enough and then what I did I used a bevel because I wanted to have more highlights on the edges of the geo so if I just use this moose higher You can use a poly bevel. So you can see now that they added bevels. So it's not like the the perfect geo or the perfect topology or sub demodel but I think it's really useful since the model isn't moving or rigged or being animated. So we can pretty much do whatever we want with it since everything else is going to be covered by kit bash. And then I use a non normal just to clean everything else. I use the color just to remove the blue faces and then I put on the materials. But that's something we're going to take a look after when we are going to do the texture in look dev. And then I usually put out like a final null node with the out as a prefix just in case I want to select the building and And do something else with it So that's the first step of the model. So we have like a 5% modeling process just to add more detail we can see how it looks at the distance. We've got more panels so it's looking nice. And then what I did is you add the water. So it's the same, it's pretty much the same grid as in Maya, but I wanted to recreate the grid by myself, put on color, put on the material, and same null node with the out prefix. And I did the same process for the arches which is here. We can see that the arches have more detail now. Plus some kit bashing on top of it. Oh yeah, this one has obviously more details. So that's for now that's it for the main buildings. And I usually start the texture in the look div this point when I have my own models ready because everything else is going to be cabashed and added to the scene. Even the middle road is going to be added after that but for now I think it's fine and we can just move on to the textures."
6
+ }
7
+ ]
8
+ }