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File: houdini11castle.jpg (46 KB, 640x273)
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Who is using Houdini for the creation of video game assets? Especially in conjuction with the Houdini Engine for Unity or Unreal
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I use free software like Blender m8. Most here do.
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Not op but I just won a free year of unity and Houdini in a 3d contest. What are they good for /3/?
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File: Richard-Stallman-640.jpg (43 KB, 640x358)
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>>569500
Pooping on.
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>>569500
Houdini is for procedurally generated content and VFX, with very robust particle/dynamics systems. Seen a film or ad where stuff just goes flying and tearing apart into smithereens? it was likely done on Houdini. Like anything powered by nodes, the learning curve is like driving off a cliff.

Unity is a popular game engine for indi titles. it's easy to use with lots of resources, the only problem is that like anything that that holds your hand and doesn't focus on any one thing, performance is often terrible.

These two pieces of software operate on polar opposite principles, so I'm not sure whose bright idea it is to use them in conjunction. Not saying you can't, but I feel like anything else will do more for you.
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>>569506
Cool. Thanks for the response anon. Dat dere Houdini sounds bretty gud imo
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>>569500
It's a general 3d application. It's extremely powerful due to the procedural paradigm it employs. It is also much more difficult to use than all other software because you need to understand how 3d graphics work. If you understand 3d math and computer graphics you will be an unstoppable god with houdini.
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>>569506
Houdini Engine works on the same principle as Fabric Engine and Substance Engine. It lets you make changes to the assets inside of the host application. Say you have fences in your game, the designer changes the jump height of the character, with a houdini engine fence asset you can increase the height of the fence without having to remodel, re-uv or re-texture it.

https://www.youtube.com/watch?v=V-Zar-bXF08
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>>569511
That's amazing. Now if only it could help make good games.
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>>569512
Houdini has been used in Uncharted and Killzone series, it's used at EA and Ubisoft as well. However choice of DCC application has no relevance on whether a game is good or not.
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>>569490

I tried houdini and it not worth the investment to learn unless you plan to work in a triple A studio.

Its better to learn more about an engine and maybe do procedural generation in an engine.

The time invested into learning houdini could be put into learning C++ and UE4.
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>>569514
>Houdini has been used in Uncharted and Killzone series,
Uncharted isnt even a game, its an partially interactive movie.
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>>569514
>>569520
When people say X software had been used in Y", you can bet your ass it was just one of the production tools in a large chain. Uncharted 4 is a very dynamic game with a lot of clutter being destructible or physics enabled, so I can see why Houdini would make sense there, but stuff like character modeling and rigging was still likely done in Maya or similar.

But yeah, Naughty Dog vets only the best of the best in the industry for their projects, so it's almost irrelevant to talk about software. Probably half or more of their production chain is custom software, because the stuff they do is just outrageous, whatever they did start with it's been modified beyond recognition.




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