Well, there are two ways to approach modelling nowadays

- Traditional route - You model in XSI/Maya/Max/Modo by means of moving 
vertices, edges, etc… tons of work to build something relatively simple and any 
director comment may have major implications on topology so not very good idea 
although everybody seems to use it.

- Modern route - You model in Zbursh without caring at all about topology, the 
client signs the character in a few poses, may be even photoshop it quickly to 
give a professional presentation and better look. Then retopo on something like 
Topogun and uv with UV layout and texturing in Mari.


Trust me on this and try the modern route, you will never look back .

Jordi Bares
jordiba...@gmail.com

On 31 Mar 2014, at 10:20, David Saber <davidsa...@sfr.fr> wrote:

> A question for Houdini users:
> My main concern is characters. From modeling to texturing to rigging to 
> animating, that's what I'm most interested in when I use a 3D app. In this 
> perspective, is Houdini the right way to go?
> David


Reply via email to