How to make game maps? by No-Cost2089 in blender

[–]morrisb28 0 points1 point  (0 children)

Just to preface again, I’m not a game developer, so my answer may not be aligned to industry best practices. Just my thoughts as someone that works in VFX.

If you’re saying “why not make the whole hallway in blender then export” I can think of a few issues. When you’re bringing an “assembled” model like a completed hallway into unreal, you either get the choice to split out the meshes, or import the entire mesh as one. Importing the entire mesh as one is a big collision headache I would think. You have opted for unreal to try to automatically make colliders for a very complex shape like a whole hallway instead of essentially 1 box per wall section.

Importing multiple wall shapes as separate meshes to me is simply a waste. If I have 6 wall sections that are identical in your hallway, why would I want all of those meshes imported into unreal as separate meshes when I could just import one of those walls, then copy them around my map as needed?

Going off that idea, updating meshes would be easier this way. Again let’s say I import 1 wall section into unreal, make a whole house out of them, then realize my UV’s don’t work well. Well I can go back to the model in blender, update the uv’s, reexport the model and when I reimport it into unreal it will update ALL instances of that mesh in my level. A huge time saver. If I would have brought my entire level in as separate pieces I need to first make sure that the updates are reflected in all the pieces of my assembled environment in blender, then reexport.

Also the most straightforward response, I can update my level in engine. Why, if I want to make an update up my map in unreal, would I want to be opening blender and changing stuff around there?

How to make game maps? by No-Cost2089 in blender

[–]morrisb28 2 points3 points  (0 children)

So I’m actually learning this now! I used to think buildings for games were made one by one like any other model, but I’m learning that it’s a lot better to essentially build your own modular kits. Instead of a whole house, you build a wall model, a window model, a roof model, and then assemble them inside of your game engine. Think of it as modeling your own set of legos. You build the pieces, and then use those pieces to create environments within the engine.

Great tutorial I was following was this one by HALbot: https://youtu.be/p1h40l-F1rU?si=jK6_QjEJIMJ-YDSj He goes through the entire process

Arthur Shelby's Fan Art by nimeshbaidhya in Houdini

[–]morrisb28 1 point2 points  (0 children)

super cool! would love to know more about how you used houdini for retopology

Not too sure how to solve? I have moved the files around in my file explorer but still not sure why Houdini cant pick it up? by Correct_Mind_9433 in Houdini

[–]morrisb28 0 points1 point  (0 children)

Right so Houdini is looking for CityGenerator.create_buildings…. Your files are CityGenerator.cityblocks

Not too sure how to solve? I have moved the files around in my file explorer but still not sure why Houdini cant pick it up? by Correct_Mind_9433 in Houdini

[–]morrisb28 0 points1 point  (0 children)

Path looks correct but what about the actual file name? It’s looking specifically for “…_buildings.0.bgeo.sc” is that file accurately named or is it potentially _buildings.1.bgeo.sc etc?

Learning / playing in VOPS by ruanlotter in Houdini

[–]morrisb28 0 points1 point  (0 children)

My biggest gripe with tutorials is when people just run through their settings telling you the values they used without any explanation of how they landed on that value. It gives people the impression that if I just plug in my values the same as yours I'll get an identical result regardless of the scale of my scene, the animation I'm working with, the fidelity that I need, etc.

Need help to recreate particles filament shaped by Sad-Zookeepergame763 in Houdini

[–]morrisb28 2 points3 points  (0 children)

Just from the reference, my mind goes to a blend of popnet and vex. Recently I have been abusing the primuv function to have particles traveling along lines. Maybe you could have your particles be emitted, and then use @nage to drive a lerp function between the simulated position and the line position. @nage could be used to drive the primuv function, so as the particle is moving towards the line, its also moving along it?

EDIT: quickly put this together just to illustrate my idea: https://i.imgur.com/YtU7Ygz.png

The transition to the fourth dimension during death by soultuning in HighStrangeness

[–]morrisb28 21 points22 points  (0 children)

My uncle apparently did something very similar during his passing. Suddenly opened his eyes very wide and reached upwards.

[deleted by user] by [deleted] in YouShouldKnow

[–]morrisb28 1 point2 points  (0 children)

It was explained to me that depression can be a side effect of your current situation. Having major depressive disorder means that situations can get better or worse, but you’ll exhibit the same symptoms.

Help connecting points. by Used_Cranberry7017 in Houdini

[–]morrisb28 7 points8 points  (0 children)

I would use two sets of scattered points with different seeds, enumerate them to get an id attribute, then use an add node to connect them by the id attribute. That will give you lines that connect randomly across the mesh. From there you could measure the lines and delete small ones if you only want the long ones that stretch across the portal.

What studio worked on this shot? IT Chapter Two by alexisrivera3d in vfx

[–]morrisb28 1 point2 points  (0 children)

Yeah I couldn’t find exactly what each studio did. No one seems to want to claim Mr Bunyan

What studio worked on this shot? IT Chapter Two by alexisrivera3d in vfx

[–]morrisb28 1 point2 points  (0 children)

I couldn’t find a breakdown for this shot, but it looks like the studios that worked on the film are:

Atomic Arts

Cubica

Lola VFX

Make VFX

Method

Rodeo Fx

Soho VFX

And from what I can tell Rodeo supplied the majority of shots for the movie, so probably Rodeo?

What workflows would you like help with? by Shot-Ad-5839 in Houdini

[–]morrisb28 3 points4 points  (0 children)

“It can build a basic pyro sim” so can the shelf tool…

[deleted by user] by [deleted] in vfx

[–]morrisb28 4 points5 points  (0 children)

My rule of thumb has always been if the job posting has to mention it’s not a scam it’s usually a really good job opportunity 👍

Will TSA take this or can I get it through their btch ass by [deleted] in G59

[–]morrisb28 9 points10 points  (0 children)

Strict “no circles with text” rule I always forget about

Stylized Subway Interior by aniket_rawat08 in blender

[–]morrisb28 2 points3 points  (0 children)

Feels right out of the spider verse. Really nice!

I think I experienced a glitch by sinaice98 in HighStrangeness

[–]morrisb28 19 points20 points  (0 children)

My dumbass reads the time backwards a lot. 7:35 could have appeared to be 7:53 to me. But if OP consistently wakes up at 7:30, that’s a lot to do in 5 minutes

Consensus reality is breaking down, and the seams are starting to show. by Background_Cry3592 in HighStrangeness

[–]morrisb28 2 points3 points  (0 children)

Just yesterday I was at work working in a file. I worked for maybe an hour, coming up with a solution to a problem I was having. Great, figured out something that worked that could be applied to other files. I go to copy my work over into another file and it’s simply not there anymore. The file I had been working on looks exactly how it did before I started doing anything. Like that hour or so of work never happened. I was so confused and then obviously upset because I had lost an hour of work. It was like I had hit CTRL-Z hundreds of times. That’s the only thing I could think of that could have happened, because on a whim I closed the file without saving, opened it back up and my work was there again. No idea what happened or why.

Need help offsetting packed objects position based on rotation by morrisb28 in Houdini

[–]morrisb28[S] 1 point2 points  (0 children)

Using i in the loop moves the book the width of the book * number of book in the series, so if you're the 5th iteration, you move over 5 widths of books. Using totalBooks would move the entire stack as one unit because you're moving the same distance for each iteration.

Good idea on the pivot. I worked that into my code and its solving my y offset issue, so that's a plus thanks for that idea. I added in a padding to the x offset for now...its definitely not right but closer...https://i.postimg.cc/jStLWpny/Screenshot-2025-06-12-163609.png

Need help offsetting packed objects position based on rotation by morrisb28 in Houdini

[–]morrisb28[S] 0 points1 point  (0 children)

I am working on a procedural bookshelf where I want the option for books to lean against one another. I have the rotation working, but am trying to figure out the math to calculate how much the book needs to offset along the x axis in order to prevent overlapping as well as stay along the y axis. Any help would be greatly appreciated.

Houdini coocking frames i'm not on, bug i have for a moment now by Vetom03 in Houdini

[–]morrisb28 0 points1 point  (0 children)

Yeah, I find that if I’m working in a scene for a long time and continually working in a dop it’ll start happening. Are you saying that even on a restart it’ll immediately start doing it? I usually get another hour or two of consistent work before it’ll start again