I've been working on a rope chandelier now.I decided to target these assets for a Castlevania-esque sidescroller. I'm still relatively new to using Houdini, and the limited perspective will make it a lot easier.The chandelier is intended to double as a platform.
They had Houdini Engine in Unity Asset Store. That's what left from it https://www.assetstore.unity3d.com/en/#!/content/21486. 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.
@Grimwolf This is really interesting stuff you have here. Have you been following along with any specific learning resources for houdini? Are you planning on exporting different static versions of these to an engine or will these recipes be brought into unreal 4 through the plugin?
to me it looks like all of the three offical houdini-engine platforms are still activly developed for: 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…
I've now put together the base for a tool to let me draw out the terrain in the side-scroller.Once I figured out the process, it was a lot simpler than expected.I've got another tool for drawing out walls, and one for drawing platforms.Unlike in traditional modeling, I've come to realize how important it really is to make…
Holy crap, that's unfortunate. I wonder why they let that happen.Hm... That might have something to do with why I haven't been able to find any Houdini digital assets on the unity market place, despite knowing they were there in the past.I might have to find a different place to sell them altogether. Nobody uses Orbolt,…
Well, I fucked up a little.You see, nearly every Houdini tutorial is made with VFX in mind. The biggest problem inherent in this did not occur to me until I started trying to work on UV mapping and texturing.Because of the need for normal mapping and the need to avoid excessive polygons or UV splits, you cannot have an…