Smoothing (allows to create sharp edges)Ĭogs are one of the key elements in mechanical valley so it was an obvious choice for the next procedural asset.Įven though cogs don’t seem too complicated, in practice its appeared to be that creating parametrized cog that will connect properly with other cogs require some amount of formulas and interconnected parameters inside Houdini.Level designer can specify pivots’ position and sagging amount.Īs you probably noticed you can also customize chain links. The second one simulates chain sagging between 2 pivot points. It is convenient when you need to wrap chain around something or put them nicely on the floor. Level designer sets up the spline shape and chain follows it. I plan to use them in underground ruins and mechanical valley settings. Procedural chains generatorĬhains quite often used to decorate environment in games. So far I managed to create following procedural assets. Just a reminder that I have planned following visual settings for my game: I tried to make not just abstract or generic stuff but something that I can later use in my game. I liked it so much so I decided to dedicate all my spare time to procedural assets creation. In the previous blog post I mentioned that I started to learn Houdini and Houdini Engine in particular to create procedural assets in Unity. In this devlog I will showcase my experiments with Houdini and achieved results.
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