Houdini could do it for sure. Since it doesn’t seem possible to do it in a shader, a mix of generating in Houdini or placing them on the objects in a 3d package. Along with the foliage painting tool is the way to go.. it’s a shame though. I’d of loved to spawn more or less moss based on parameters in a shader.. one day
Have been working and trying out Maya and Decided to test modeling in Houdini (due the bugs that Maya has). Got Latest Houdini (Amarok) Why i wanted Model also is 1. it is required in most of CGI positions 2. I needed to to UV-s and zBrush uv-s are not often used production pipeline. 3. I do not like that zBrush does not…
I'd do it using houdini. You could have specific landscape additive meshes for the different obstacles like bunkers, water traps, greens etc. You could then export the landscape data with position data for the objects. There's a plugin for unreal that directly interprets houdini data. here's some info…
Hey everyone, some days ago I started my first project with Houdini Indie/Houdini Engine and UE4. I absolutly fall in love with both applications. I come from Softimage and luckily we have a simpel project where I could start learning both apps. The camera is tracked and than exported from Softimage to use in UE4. The…
Hello, I am struggling to find out good pipeline for hero character, 1. Character is sculpted in Zbrush 2. Retopology is done using Topogun 2 3. UV-s are done using Unfold 3D (UDIM-s) 4. Texturing is done in Mari. I have multiple maps * Base color * Displacement and Multy channel maps from XYZ texturing Now i am trying to…