Yeah, you need Houdini itself to create the digital assets. Or you can buy them in their store called Orbolt. The Substance equivalent is: Engine can load SBARs, and load them inside of Unreal, Maya, etc. But you need Designer to architect your SBARs... Maybe you can exchange your license? they're really good at customer…
Ehm... you need tools for the engine to use it. Since Orbolt is not to heavy on game specific tools, or tools for other software, you just got yourself plugin that doesn't do much. At the moment it kinda works the best in pair with Houdini :) Houdini was (still is?) a movie VFX tool, so there are not many people that uses…
Haha, I was logging in while I saw Pav's response. Xoliul, are you Robert? If so, Hi! Yeah, as pav mentioned the pipeline is designed to work with multiple engines, it already does work with 2 different ones. You should check out my talk when it hits the vault. The oversimplication is High Res(Zbrush) > Game Res(Houdini) >…
No, I was talking about tool in the link, where @retmia wanted to create convex hull. Preparing a tool that will allow you to create optimized geometry with some control of the output and different algorithms + polishing it would take probably around 1 week. Just a tool that will give you convex hull is like 1 hour of work…
Hey man, great stuff here. This is looking like you guys are some of the first to really create that holy grail of an automated pipeline that still grants people the control they want. You do jump around a bit fast and skip over some essential info, so I have some questions: -You have this uber-tool that allows you to take…
Thanks! Yes, getting all of that information in under an hour was biting off more than I could chew, but I decided to at least have a "taste" of everything in there rather than get caught up in process on one thing and spend all my time on that. But of course that leaves some very vague explanations, like you said!…