3D Artist magazine features a tutorial by Juri Unt on using Blender and Houdini together in your pipeline.
Use Blender and Houdini Indie in a non-destructive hard-surface modelling workflow
We are going to explore alternative hard-surface modelling techniques in a semi-procedural, non-destructive setting – to do this we will break down the AstroMonkey render.
This tutorial will build on already dominant workflows such as sculpting, subdivision modelling, kitbashing and Boolean operations with an aim to bypass linear execution and many of the other limitations that they can sometimes impose.
By the end of this article you should have an overview of how to efficiently work within Blender’s powerful ecosystem as well as how to utilise both Blender and Houdini in a way that is complementary to your existing workflows and applications.
1 Comment
excellent, my brain has been moonlighting on the side, wondering things about how to get these two together. thanks for sharing this post!