Houdini18与UE制作世界末日遗迹废墟Post Apocalyptic Ruins

Houdini18与UE制作世界末日遗迹废墟Post Apocalyptic Ruins

Post Apocalyptic Ruins _ INTRODUCTION

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
Explore the finished Level Builder asset and see how you can use it to create complete levels using a single curve. You can then peek into the tool to better understand how it works and how all of the pieces come together to create a rich game environment.
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Post Apocalyptic Ruins _ Part 1 _ Create the Base Terrain

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
In this video, the base terrain will be created for the project. Learn the basics of heightfields in Houdini and how they are used to make the terrain. Build a system that lets designers and artists shape their own levels quickly and efficiently.
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ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
在此视频中,将为项目创建基础地形。了解Houdini中的高度场的基础知识以及如何将其用于制作地形。建立一个系统,使设计师和艺术家能够快速有效地塑造自己的水平。

 
 
 

Post Apocalyptic Ruins _ Part 2 _ Open Terrain in UE4

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
With the base terrain created, it is time to bring the asset into UE4. With the Houdini Engine plugin you will load in the full terrain with layers. Custom inputs will be used to add flexibility to the tool.
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ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
创建基本地形后,是时候将该资产带入UE4了。使用Houdini Engine插件,您将在带有图层的整个地形中加载。自定义输入将用于增加该工具的灵活性。

 
 
 

Post Apocalyptic Ruins _ Part 3 _ Create Blockout Tool for Terrain

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
Now that you can use custom inputs for the terrain, you will create a blockout tool. This tool generates custom shapes based on lines. This makes it easy to add specific shapes or to scatter models around. The resulting shapes will then be used to influence the shape of the terrain.
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ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
现在您可以为地形使用自定义输入,接下来将创建一个封锁工具。此工具基于线条生成自定义形状。这样可以轻松添加特定形状或分散模型。然后将使用所得的形状来影响地形的形状。

 
 
 

Post Apocalyptic Ruins _ Part 4 _ Create the Path and Railway

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
The first detail to add to the scene will be a path and railway. This is a digital asset derived from the terrain and curves used to generate a path and railway. Learn how to integrate these models nicely into the terrain.
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ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
添加到场景中的第一个细节将是道路和铁路。这是一种数字资产,它源自用于生成路径和铁路的地形和曲线。了解如何将这些模型很好地集成到地形中。

 
 
 

Post Apocalyptic Ruins _ Part 5 _ Open the Path and Railway in UE4

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
Once the logic of the path and railway are set, you can bring it into UE4. Start by adding instances to the models for the path and the railway and making the curves editable. Rebuilding the asset in UE4 will display these curves and they can be used to place and control the path and railway.
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Post Apocalyptic Ruins _ Part 6 _ Model the Bridge

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
The next part is to create a bridge for the level. This bridge is based on cubes which can be controlled by the level designer to place and shape the bridge. You will also learn how to add detail the bridge and ivy growing along the geometry.
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ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
下一部分是为关卡创建桥梁。该桥基于立方体,可以由关卡设计人员控制以放置和成形桥。您还将学习如何添加沿几何图形生长的桥梁和常春藤的细节。

 
 
 

Post Apocalyptic Ruins _ Part 7 _ Add the Bridge to the Terrain

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
Once the bridge is finished, it can be integrated into the terrain. The asset will be rebuilt and you can test the new features in UE4.
谷歌翻译:
ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
桥梁完成后,就可以将其集成到地形中。资产将被重建,您可以在UE4中测试新功能。

 
 
 

Post Apocalyptic Ruins _ Part 8 _ Model the Building

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
Next you will create the procedural building. This part will start with the SideFX Labs Building Generator. You will add parts that suit your building type then the geometry will be set up for some destruction.
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ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
接下来,您将创建程序建筑物。这一部分将从SideFX Labs Building Generator开始。您将添加适合您建筑类型的零件,然后将几何设置为可破坏的。

 
 
 

Post Apocalyptic Ruins _ Part 9 _ Add Ruin and Decay to the Building

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
To improve the destruction of the building, a system will be created to define the ruined parts of the building then place bricks around these broken areas. These items will be set up as instances.
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ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
为了改善对建筑物的破坏,将创建一个系统来定义建筑物的废墟部分,然后在这些破碎的区域周围放置砖块。这些项目将被设置为实例。

 
 
 

Post Apocalyptic Ruins _ Part 10 _ Add Props to the Building

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
To finish the building you will scatter plants and ivy as well as debris. These will follow the shape of the building no matter what the shape. The terrain will be modified to integrate with the building and the whole system will be tested in UE4.
谷歌翻译:
ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
为了完成建筑物,您将散布植物,常春藤以及杂物。无论形状如何,这些形状都会遵循建筑物的形状。地形将被修改以与建筑物集成,并且整个系统将在UE4中进行测试。

 
 
 

Post Apocalyptic Ruins _ Part 11 _ Create the Cliffs

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
Along the side of the ravine, you will add rocky cliffs using Megascan models. This tool will place modular cliffs based on the input terrain. With the cliffs enabled, the terrain will look a lot more realistic and detailed.
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ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
沿着山沟的一侧,您将使用Megascan模型添加岩石峭壁。该工具将根据输入地形放置模块化悬崖。启用悬崖后,地形将看起来更加真实和详细。

 
 
 

Post Apocalyptic Ruins _ Part 12 _ Add Trees and Foliage

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
Trees and other foliage will be added next to show enrich the look of the level. By creating a more complex mask, you will be able to scatter the trees based on occlusion, curvature, direction and noise.
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ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
接下来将添加树木和其他树叶,以显示丰富的水平外观。通过创建更复杂的蒙版,您将能够基于遮挡,曲率,方向和噪点分散树木。

 
 
 

Post Apocalyptic Ruins _ BONUS _ Create Hero Prop

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
In this video you will learn how to create a hero prop. With this tool, a wooden construction can be generated from a curve. It can be a quick way to add more decoration to the scene.
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ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
在此视频中,您将学习如何创建英雄道具。使用此工具,可以从曲线生成木结构。这是增加场景装饰的快速方法。

 
 
 

CONCLUSION _ Variations and Scaling Up

ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
The final video shows this tool being used to create multiple level variations as well as scaled up levels. The key is that once this tool lets your designer explore multiple iterations right inside UE4 while Houdini works under the hood to general the new level. After a quick gameplay test, you can go back and make tweaks to get the level you really need for your game.
谷歌翻译:
ALL LESSONS & PROJECT FILES: sidefx.com/tutorials/post-apocalyptic-ruins-ue4-level-design-tools/
最终视频显示了该工具用于创建多个级别变化以及按比例放大级别。关键在于,一旦该工具让您的设计师可以在UE4内部探索多个迭代,而Houdini则可以在幕后推向新的高度。经过快速的游戏测试后,您可以返回并进行调整以获得游戏真正需要的水平。

(提取码:vfxf)
(提取码:vfxf)

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没有terrain_layer_export1节点怎么导出高度贴图?