

Whether you are modeling by hand or working procedurally, Houdini Indie helps you create large models faster than ever before. Developed by expert Technical Artists at SideFX, these tools range from managing LOD creation, UV mapping, and texture baking to generating vertex animation textures for a wide range of FX. Houdini Indie gives you access to the Game Development Toolset, a collection of over 100 shelf tools and assets designed to speed up game dev workflows. There is also Houdini Engine plug-ins for Autodesk® Maya® and Autodesk® 3ds Max.® Your Houdini Indie license will let you work with these plug-ins on your computer while your teammates use the free Houdini Engine Indie to load Houdini Digital Assets into host applications. Networks can be wrapped up into Digital Assets which can be loaded into the Unity® or Unreal Engine® game engines using the Houdini Engine plug-ins. These nodes can be maintained deep into production, making last minute creative decisions easy. Houdini Indie provides you with a procedural pipeline-in-a-box where all the steps needed to set up a model or game level are represented by networks of nodes. Houdini Indie’s procedural workflow can help you keep up as you automate repetitive tasks, making it easier to quickly generate larger amounts of high quality content. Quixel and related names and images are the property of Epic Games, Inc.As an indie game dev you are faced with the challenge of building bigger and richer worlds with smaller teams and limited resources. It was important to get the right kind of erosion for the mountain slope that had a structure built into it.

This ensured that the textures matched the surrounding objects in the shot and the Iceland-inspired terrains in the rest of the sequence.īelow you can see some of the initial experiments from the prototype stage. We used the Synth node to create terrain textures using Megascans's scanned textures. In fact, over one weekend, we were able to create a terrain that matched their exact specs. Gaea was quite young back then, but our in-house team knew we could deliver what was required. Production was already rushing to completion on the rest of the sequence, so achieving that shot was urgent. They were looking for specific shapes that their existing toolset could not create. When Quixel was making Rebirth to showcase Megascans assets in Unreal Engine, they needed an additional shot to show the terrain from above.
