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.