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

Komentáře • 13

  • @oossoonngg
    @oossoonngg Před 10 měsíci +8

    oh man! i do like the trees 🌳🌳🌳 part, a lot

  • @MissEldira
    @MissEldira Před 9 měsíci +1

    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.

  • @Ugly_Baby_Gaming
    @Ugly_Baby_Gaming Před 8 měsíci

    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

  • @ShrikeGFX
    @ShrikeGFX Před 10 měsíci +2

    Very impressive

  • @ErikBorchersVR
    @ErikBorchersVR Před 9 měsíci

    Great presentation, thank you for sharing. I'm looking forward to the release of the full project!

  • @win32Shelestov
    @win32Shelestov Před měsícem

    Veg tech reminds me of BISim's Silvador

  • @user-vi6je4vv9l
    @user-vi6je4vv9l Před 10 měsíci

    冷!美丽的工作

  • @nickmateja732
    @nickmateja732 Před 10 měsíci +4

    Could you provide some details on the methods you used for the landscape layer weights in unreal?
    It's at 38:08

    • @UndiniTuts
      @UndiniTuts Před 10 měsíci +1

      We'll be revealing all of the details shortly :)

  • @TrinhStudios
    @TrinhStudios Před 7 měsíci

    How do you protect the edges of the converted HF cliff meshes during displacement?

  • @nictanghe98
    @nictanghe98 Před 10 měsíci +1

    Any chance to get our hands on the flora hda`s before October ?

    • @UndiniTuts
      @UndiniTuts Před 10 měsíci +1

      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.

    • @nictanghe98
      @nictanghe98 Před 10 měsíci

      @@UndiniTuts THx for the quick reply !