Hello! I'm working on a tool that allows an end user to customize an HDA without ever opening Houdini and then export an FBX. Think Houdini Engine, but it could be used for a proprietary engine, Blender, or anything not supported by Houdini Engine. I have a video that shows this tool working:…
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…
This is an updated version of our Beta. Experimenting with making the world look more digital. Parker has also done really great work with the end sequence with the building morphing into a triangular corridor using Houdini. Again a lot more work needed to push it further. Appreciate any feedback.…
Hi!, tl;dr at the end if you prefer it that way. I just started 3D and im totally in love, I have used cinema 4D and Maya years ago when I tried to learn 3D but lack motivation (I was mostly doing 2D back then), now I tried again as an adult and I love it, Im using Blender at the moment and what I have notice is that in…
the robot - video game asset. done mainly with zbrush + 3dsmax. marvelous designer used for the clothing assets. houdini was used for the "noise layer" (inside cables). substance painter was used for textures. final asset ended up in UE5. hope you like it! thanks! https://youtu.be/jLPQ7XJ6G7o https://youtu.be/cLv8eOLZrkY…
For static meshes, I leverage Nanite, and Houdini is invaluable for this purpose. Trees still have LODs and utilize the SpeedTree wind system. Additionally, I employ Octahedral Impostors when it comes to distant LODs.