Adapting foliage on Partisans 1941

Adapting foliage on Partisans 1941

Adapting foliage on Partisans 1941

Challenge

We needed to adapt a set of foliage assets:

  • Adapt 3D models to a wind system, where the foliage should sway depending on the wind's strength.

  • Adapt assets for different seasons: summer, fall, and winter.

We didn’t have neither the resources nor the time to create hand-crafted 3D models.

Solution

  • We adapted about 100 different 3D models for all seasons using complex yet performant materials, without involving 3D artists.

  • In Houdini, we created a workflow to automatically colorize the vertices of the foliage for compatibility with the wind feature in UE4. All objects that underwent adaptation had their branches and leaves swinging synchronously.

  • Houdini was also used for generating LOD for foliage with vertex color projection. This helped optimize assets and significantly accelerated re-packing of texture atlases.

  • Together with the trees, we animated assets containing fabric (flags, signs, tents) using the same workflow.

Outcomes

  • With no need for external artists, all assets were adapted.

  • We could swiftly adapt any object to interact with the wind through automatic vertex coloring using Houdini.

  • A pipeline is in place for future, allowing us to adapt any foliage to a season quickly.

Challenge

We needed to adapt a set of foliage assets:

  • Adapt 3D models to a wind system, where the foliage should sway depending on the wind's strength.

  • Adapt assets for different seasons: summer, fall, and winter.

We didn’t have neither the resources nor the time to create hand-crafted 3D models.

Solution

  • We adapted about 100 different 3D models for all seasons using complex yet performant materials, without involving 3D artists.

  • In Houdini, we created a workflow to automatically colorize the vertices of the foliage for compatibility with the wind feature in UE4. All objects that underwent adaptation had their branches and leaves swinging synchronously.

  • Houdini was also used for generating LOD for foliage with vertex color projection. This helped optimize assets and significantly accelerated re-packing of texture atlases.

  • Together with the trees, we animated assets containing fabric (flags, signs, tents) using the same workflow.

Outcomes

  • With no need for external artists, all assets were adapted.

  • We could swiftly adapt any object to interact with the wind through automatic vertex coloring using Houdini.

  • A pipeline is in place for future, allowing us to adapt any foliage to a season quickly.

Challenge

We needed to adapt a set of foliage assets:

  • Adapt 3D models to a wind system, where the foliage should sway depending on the wind's strength.

  • Adapt assets for different seasons: summer, fall, and winter.

We didn’t have neither the resources nor the time to create hand-crafted 3D models.

Solution

  • We adapted about 100 different 3D models for all seasons using complex yet performant materials, without involving 3D artists.

  • In Houdini, we created a workflow to automatically colorize the vertices of the foliage for compatibility with the wind feature in UE4. All objects that underwent adaptation had their branches and leaves swinging synchronously.

  • Houdini was also used for generating LOD for foliage with vertex color projection. This helped optimize assets and significantly accelerated re-packing of texture atlases.

  • Together with the trees, we animated assets containing fabric (flags, signs, tents) using the same workflow.

Outcomes

  • With no need for external artists, all assets were adapted.

  • We could swiftly adapt any object to interact with the wind through automatic vertex coloring using Houdini.

  • A pipeline is in place for future, allowing us to adapt any foliage to a season quickly.