Project Pegasus - World Building for Games | Ian Smith | SIGGRAPH HIVE 2023
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- čas přidán 5. 07. 2024
- Following in the footsteps of 2022's Project Titan, Project Pegasus is being developed to explore Houdini workflows and techniques for game development with Unreal Engine 5. Explore the project so far as Ian Smith (Pegasus Project Lead) demonstrates some of the work in progress including procedural landscapes, foliage and buildings. Various tools and techniques are showcased, including procedural building generation, landscape detailing, foliage creation, and cloudscapes using Houdini and Unreal Engine.
00:00 Presentation
02:40 Team Introduction
04:02 Project Timeline
06:39 Blockout
08:56 Areas of Focus
10:14 Architecture
12:03 Props
25:05 Foliage
33:36 Landscape
34:27 Landscape Modelling, Texturing and Rendering
40:23 Groundcover
45:34 Clouds
47:39 Summary
49:31 Q&A
Ian Smith is CG Supervisor at NSC Creative, an award-winning studio specializing in immersive and large format media for VR, Themeparks, Expos and Fulldome. Ian has also developed a number of personal projects in Unreal Engine 5, using Houdini, ZBrush and Substance 3D with a focus on creating detailed environment art using efficient workflows. - Krátké a kreslené filmy
oh man! i do like the trees 🌳🌳🌳 part, a lot
Trees and plants and a system like this has been on my mind. This came right on time.
The complexity and development time vs my current skill, made me to dread trying to make my own. I am so glad someone did the awesome work for this! Can't wait to play with it.
Wicked guys I follow some of the guys form this project already. As I could tell they were worth learning from unlike the other 95% of tutors on CZcams that drag you into the same hole they fell in and call it help. Can't wait to play with your Tools guys and compare them to the ones I have been working on. Please keep them out of any black box I like to debug and look how others work even if I don't use or like tools that people bring out, it gives me some thing to compare myself with and offer any improvements I can find, or force improvements on myself.
Remember plenty of notes for user instruction and what node sections are doing THANK YOU GUYS
Very impressive
Great presentation, thank you for sharing. I'm looking forward to the release of the full project!
Veg tech reminds me of BISim's Silvador
冷!美丽的工作
Could you provide some details on the methods you used for the landscape layer weights in unreal?
It's at 38:08
We'll be revealing all of the details shortly :)
How do you protect the edges of the converted HF cliff meshes during displacement?
Any chance to get our hands on the flora hda`s before October ?
Unlikely! They're still very much in the prototype stage, and since we're all trying our best to finish the project, it's unlikely conversations will happen regarding flora until things are a little more settled. However, the team is very much invested in keeping them going.
@@UndiniTuts THx for the quick reply !