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Prototyping Stylized Landscapes in Houdini | Moving Pieces Interactive | Houdini HIVE GameDev

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  • Опубліковано 15 сер 2024
  • Behind the scenes on designing stylized landscapes for our game Shoulders of Giants. We'll learn some tips and tricks and a few different approaches to creating unique looking landscapes for games.
    Patrick McAvena is one of the Co-Founders of Moving Pieces Interactive, a game studio based in NYC. Their latest project in development, Shoulders of Giants is a roguelike set in a dark sci-fi stylized universe. Before starting Moving Pieces, Patrick spent a decade working as a 3D Artist on Commercials and Advertising.
    00:00:00 Intro/Demo
    00:03:38 What we will cover
    00:04:19 Project Challenges
    00:05:42 Polygon based approach to landscapes
    00:10;41 Heightfield and polygons on hero areas
    00:18:41 Creating Sci Fi Ring Structure
    00:21:49 Stylized Cliffs
    00:24:17 Stylized Rocks
    00:26:20 Wrap up

КОМЕНТАРІ • 3

  • @funboys1000
    @funboys1000 3 роки тому +1

    Why game development videos by Houdini mostly revolves around Unreal engine, not sure if they are aware of the humongous Unity game developer community.

    • @Bradzy108
      @Bradzy108 3 роки тому +7

      process for getting houdini assets in engine is basically the same for both, plus most assets discussed in this video seemed to just be exported as .fbx anyways

    • @dnch
      @dnch 3 роки тому

      the crash bandicoot on the run video from the same day is Unity