Amazing art. I'm curious how the rocks manage to be such a natural part of the terrain! It really looks like they have been there for ages.
Great job and very inspiring! Thanks for sharing.
Frankly I do not understand why we talk about the past of this CEO. As a player I do not care about what he did or not until his games are good. As an Environmental Artist instead I see a game with a shaky graphics. It is completely without personality, emotion and involvement. It can hardly be considered acceptable especially for the 2019 platforms (which I understand will be the target of this game). Well, this is probably an indie group, with no experience facing a first game in the real market. And that's fine. Do the best you can that even if you fail, you will learn and do better. From a technical point of view the method you are using is very old. It can work but not as you are doing it. I bet you're using Unity, it's easy to see that since I see assets from their asset store. Break your landscapes more, they are too monotonous and contact real 3D artists and level designers. One last thing, the last screenshot is worse than all the previous ones. The lights are wrong and everything screams disaster. Avoid similar disasters in the future.
Magnus Larsson made Houdini vertex lava work smoothly in real-time with Unreal Engine 4.
Houdini is a well-known tool, which was used for years as the main platform for VFX in film industry. However, the company was doing a lot of work to make its software more valuable for game developers. And it seems they have succeeded immensely with the introduction of Houdini 16.
We’ve covered some of the cool features SideFX added to this project, but you can get a much more detailed description on the official website. Here at 80.lv we were fascinated by the new landscape production tools, but there are some other great additions as well. One of them is the Vertex Animation Exporter. This little feature is available out of the box with UE4 support. It comes with finished Unreal shaders that you can copy past into the engine. Theoretically, this feature will work with any engine that is able to read the vertex animation data.
Well, it was just sort of luck really. I had done a test earlier on variable viscosity simulations in Houdini for doing lava, then Luiz Kruels vertex animation exporter came around for testing in the beta and Megascans uploaded some “lava stones” and well off it went.
The coolest thing about this whole video is that it is running in real-time. It’s an astonishing accomplishment for Houdini, which is now capable of generating these amazing effects for games. If you want to know more about the feature, be sure to visit some of the presentations Luiz Kruel will be doing during GDC.