I’ve added some more details to the palisade asset. First, I added some UV’s to allow for texturing. Here’s a view with some stand-in textures; for the final product, of course, it will need the same stylized, painterly textures that are being used for the other assets. But this at least provides a sense ofContinue reading “Palisade Details”
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Drying Rack 001
My next assigned item is a drying rack. I immediately decided to make an orthographic drawing based on the photos provided. I wanted to make sure the scale was right. The hide is an estimated 4 feet, so the drying rack has to be 7 feet. Once this drawing was done, I took it intoContinue reading “Drying Rack 001”
Palisade Part 2
I’ve continued my work on the procedural palisade. I corrected the shape of the uprights to reflect the fact that these were essentially entire small trees stripped of branches–not thick posts sharpened to a point. I began testing out the procedural generation using a few different input shapes: a line, a circle, and an arbitraryContinue reading “Palisade Part 2”
The Axe Effect
The other day I went through the process of modelling an axe with our CG modelling team. The model was based on existing references assembled by the research team. I did have a few initial questions on how the axe head connected to the handle. Was it fastened to a wedge-shaped end, or was itContinue reading “The Axe Effect”
Procedural Palisade
I am–I think!–the ‘Houdini expert’ Kris mentioned earlier. Now that I’ve joined the project, I’m looking at ways to leverage Houdini’s powerful proceduralism to help create the necessary assets for this project. A starting point was to ensure we could use Houdini and Unreal in combination with one another. This is possible thanks to theContinue reading “Procedural Palisade”
Metate (tool)
I started by bringing in the height reference and importing the obj of the 3D scan 2. Next, I made it live and started going about using the quad draw tool. 3. Once I was done going over the whole surface, I “relaxed” the edges. I got out of quad draw mode, hid the originalContinue reading “Metate (tool)”
Tree
Today I hunkered down and started to learn SpeedTree for unreal (https://store.speedtree.com/ue4/). Foliage will play a crucial compositional role in the new version. There is a lot of work ahead to get the look working aesthetically. I ran through building a tree from scratch, testing its lightmaps, and then bringing it into Unreal. For theContinue reading “Tree”
Procedural longhouse and other thoughts…
There were three things that I decided to work on today. Begin to investigate approaches for procedurally generating components for the longhouse. Continue to develop the painterly look inside substance painter. Develop the beginnings of our research book shared amongst the various teams working on this project. For the procedural aspect of this project, itContinue reading “Procedural longhouse and other thoughts…”
Where we’re going – Longhouse 5.0
Now that we’ve discussed previous versions of the longhouse let’s look at where we’re at and how we’re going to move forward. This new version of the longhouse is being led by Namir Ahmed from Ryerson University. Longhouse 5.0 will realize all of the aspects that we weren’t able to incorporate into 4.0. With collaborationContinue reading “Where we’re going – Longhouse 5.0”
Where we came from – Longhouse 4.0
Welcome to my new metablog. My name is Kris Howald, and I’m a Professor with Sheridan College’s Computer Animation program. I’m not sure how long these posts will be, but I’m going to try to do my best to document the process for developing the new version of the longhouse project. I want to startContinue reading “Where we came from – Longhouse 4.0”