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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
Why game development videos by Houdini mostly revolves around Unreal engine, not sure if they are aware of the humongous Unity game developer community.
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
the crash bandicoot on the run video from the same day is Unity