For the past couple of months, I've been learning Houdini so that I can expand my skill set in creating procedural assets to models as well as textures.
Combining Houdini with substance designer, I expect to be able to create some insane things.
I'm finally at a point now where I can create things of real value in Houdini, so I'm working on a set of procedural assets for a Gothic dungeon.
First up, I've created a set of stairs. It still needs a bit of improvement.
I'll be leaving the texturing for last, after all the models are completed. I expect them all to be tweaked pretty heavily along the way, and I wouldn't want to have to redo the textures.
Replies
As the stairs get higher, you need to increase the number of steps, instead of scaling the existing steps upward.
Adjusting the number of steps would not give the effect you're expecting. I don't think it's physically possible to ignore the slope like that, maintaining a uniform size.
I did originally go through the GameTutors stair tutorial to figure out the basic way to approach this piece, but their approach was so flawed I wound up changing 90% of it, and even that only covered the steps themselves.
SideFX do seem to be open to the idea of placing Houdini engine directly on the Unreal Engine marketplace if there is a demand, which would allow Houdini digital assets to be sold there. So I may wait on that before releasing it for Unreal Engine.
It would be better if they would not not bother anybody with UE4 marketplace if they plan to be as commited to supporting that idea like Unity one.
https://github.com/sideeffects/HoudiniEngineForMaya
https://github.com/sideeffects/HoudiniEngineForUnity
https://github.com/sideeffects/HoudiniEngineForUnreal
but ye for selling stuff its a kind of heavy dependency - not sure how well this works.
It took me a couple months to get where I'm at right now.
Some tutorial links:
Documentation
SideFX
Rohan Dalvi (Paid)
Rohan Dalvi (Free)
MIX
As for selling stuff to other people (non-houdini ones). It would work if company approach was a little different.
To put it into perspective, so that you would understand what I think about SESI and their approach this days:
- in 2013 Side Effects showed Houdini Engine.
- 5 years latter (almost 2018), how many places actually use it? How many job offers actually mentions them?
- in 2013 Allegorithmic showed Substance Designer. Before 2013 they almost didn't existed. Biggest achievement was some shitty plugin for Modo.
- 5 years latter they are everywhere, Have at least 2 very successful products. Almost every realtime focused job offer, on every continent, mentions them.
Do a test. Give yourself 2 hours, and try to find as many still actual job offers for Houdini and Substance online as you can. Reality is, if you by accident don't live in Canada (and maybe some parts of US) bubble, chances of finding realtime focused (non VFX) Houdini job goes down very fast. Curve is probably as step as learning curve for this product.
There are many things that Side Effects did very wrong over the last 5 years that lead to this slow adoption rate, compared to Allegorithmic. And I don't think they are willing to fix them. They just don't have it in their DNA.
Question was about marketplace support, not about if they still develop them.
If Houdini Engine was removed from Unity Asset Store, there is no point in asking for UE4 marketplace support, because you can expect that they will be as commited to this idea as to the Unity one.
I do, however, dislike how the polygons are distributed. The chains take up so many of the polygons, while the chandelier itself is pretty jagged. I'd do what Shabba said, and use a tiling texture on some planes for the chains, and add some more polygons to the rest of it instead.
I had assumed this was fine, because I've seen plenty of video game demonstrations which seemed to do exactly this. In hindsight though, those assets they showcased were chosen very carefully.
Pretty much all walls, cables, and pillars. Or the occasional asset made of individual segments, like a rope bridge or wooden fence.
Did I mention that this is all stylized? I feel like I forgot to mention that.
I'm still not very happy with this or the last material. There's something fundamentally off about them. They read as kind of "dirty", I think.
Here's the current state of that stone floor.
All of the basic elements are much more clearly defined. It was a giant, random mess before.
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