游戏开发:艺术家GAMES WORKSHOP: ARTIST TRACK

游戏开发:艺术家GAMES WORKSHOP: ARTIST TRACK

Thinking Procedurally _ Moritz Schwind _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-artist-track/
This session will introduce artists to the challenges, possibilities and chances of working procedurally in Houdini. Based on abstract artworks, relying on seminal generative techniques, we’ll explore the different approaches of working in Houdini and interfacing it with realtime engines.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-artist-track/
本次会议将向艺术家介绍在 Houdini 程序化工作的挑战、可能性和机会。基于抽象艺术作品,依靠开创性的生成技术,我们将探索在 Houdini 中工作并将其与实时引擎接口的不同方法。

 
 
 

KineFX Retargeting _ Mihnea Stoica _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-artist-track/
In this workshop we will go through the retargeting workflow in KineFX, with the aim of creating a simple, loopable, game-ready walk cycle. We will touch on importing our character and animation clip into Houdini, retarget the clip onto our custom character, create the animation loop, perform any additional minor clean ups that we might need and finish with exporting everything via .fbx and importing the result into Unreal engine. Houdini does not have to be difficult to learn and to illustrate this, Mihnea plans to use mostly interactive tools and promises to spend most of the time looking at pretty pictures and not numbers.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-artist-track/
在本次研讨会中,我们将介绍 KineFX 中的重定向工作流程,目的是创建一个简单、可循环、可用于游戏的步行循环。我们将涉及将我们的角色和动画剪辑导入 Houdini,将剪辑重新定位到我们的自定义角色,创建动画循环,执行我们可能需要的任何额外的小清理,最后通过 .fbx 导出所有内容并将结果导入虚幻引擎引擎。 Houdini 的学习并不难,为了说明这一点,Mihnea 计划主要使用交互式工具,并承诺将大部分时间花在看漂亮的图片而不是数字上。

 
 
 

Terrain Basics _ Alan Gordie _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-artist-track/
In this beginner oriented session, you’ll learn the basics of generating a heightfield terrain in Houdini along with masks to drive material layering in UE5. We’ll use a combination of procedural techniques and user-directed blockout shapes to auto-sculpt the terrain.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-artist-track/
在这个面向初学者的课程中,您将学习在 Houdini 中生成高场地形的基础知识以及在 UE5 中驱动材质分层的蒙版。我们将结合使用程序技术和用户控制的遮光形状来自动雕刻地形。

 
 
 

Vegetation _ Danica Oglesby _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-artist-track/
Want to create procedural vegetation assets for your projects? Learn how to rapidly generate vegetation and vegetation variants with Houdini’s procedural tools in this workshop. We’ll also show how to bring these assets together in Unreal and apply them to a virtual world.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-artist-track/
想为您的项目创建程序植被资产吗?在本次研讨会中了解如何使用 Houdini 的程序工具快速生成植被和植被变体。我们还将展示如何在 Unreal 中将这些资产组合在一起并将它们应用到虚拟世界中。

 
 
 

New Photogrammetry Cleanup Technique _ Mai Ao _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-artist-track/
Mai shows you new tools and workflows for processing and UV-ing high-res geometries such as photogrammetry assets.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-artist-track/
Mai 向您展示了用于处理和 UV 处理高分辨率几何图形(例如摄影测量资产)的新工具和工作流程。

 
 
 

Building Generator _ Simon Verstraete _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-artist-track/
Recently a new building generator has been added to SideFX Labs. In this workshop you learn how to use this tool to generate buildings for Unreal Engine. Starting from scratch with using simple shapes the buildings are created and basics are explained on how to use the building tool. Megascans assets are then used with the tool to quickly create good looking results into the game engine.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-artist-track/
最近,SideFX Labs 添加了一个新的建筑生成器。在本次研讨会中,您将学习如何使用此工具为虚幻引擎生成建筑物。从头开始使用简单的形状创建建筑物,并解释如何使用构建工具的基础知识。然后将 Megascans 资产与该工具一起使用,以在游戏引擎中快速创建美观的结果。

 
 
 

Basic Real-Time FX _ Simon Verstraete _ Games Workshop

LESSONS & PROJECT FILES: sidefx.com/tutorials/games-workshop-artist-track/
This workshop will focus around using textures and flipbooks to make real-time FX. With Houdini we can do complex simulations like pyro simulation. The simulation will then be turned into a flipbook so it is usable for the game engine. Learn different ways and techniques on how to get and use the flipbooks of Houdini in Unreal engine.
谷歌翻译:
课程和项目文件:sidefx.com/tutorials/games-workshop-artist-track/
本次研讨会将重点关注使用纹理和翻书制作实时 FX。使用 Houdini,我们可以进行复杂的模拟,例如 pyro 模拟。然后模拟将变成一本翻书,以便可用于游戏引擎。了解如何在虚幻引擎中获取和使用 Houdini 翻书的不同方式和技术。

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