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Creating a Stylized Environment in Unreal Engine with Houdini.

As a Houdini user from the past few years, Getting started using Unreal Engine was a quicker feat than I had anticipated. The amount of thought that the Unreal Editor has allows you to quickly add aspects of things you want to create. The initial grass placement was just as quick.

 
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Modelling the Vinery in Houdini.

Initially, I had wanted to model the building in Houdini where I can make use of the procedural workflow that Houdini allows you to use in creating such a thing. Initially, the idea was to create an input from primitives such as cubes and spheres that the subnet could identify and create the whole building from shapes. This BlackBox approach would have limited the artistic vision but also would have the effect that the UVs may not have been the correct density or overlap.

The final setup is a semi procedural model that can be edited so that tweaks can be made even after texturing. This allowed the model to be constantly altered in the Unreal Editor by re-importing any changes to the model from Houdini. The Use of HDA’s is almost certainly the best way forwards with this approach.