To do this, you need to write the animation information about each piece (there are almost 3 thousand of them) to an FBX file. The last step is to export everything to UE. The first stage of destruction The second stage of destruction After that, the stone part folds in half, taking the wooden sidewalls with it. The top itself first falls in one piece and only then shatters. In our example, the top of the building collapses first. The next step is to simulate the destruction. It should also be taken into account that some parts have side edges that need to be UV scanned and assigned new materials. For example, you want the wood to break according to the structure of a log, and the stone parts to have straighter fractures. We will analyze the main stages, and more detailed examples can be found in official sources.įirst, you need to identify the components and set them to the correct breakage. This tool often comes in handy when we need to simulate the destruction of complex objects. At the same time, for realistic animation, you can use Houdini to record the behavior of parts of the object being destroyed. We needed to create a historical event of the destruction of a structure.įor complex destruction simulations, UE makes innovations in physics, but everything doesn't work as easily as we would like. The next case study is a model with fortress textures that we worked with while developing a strategy game. Otherwise, LOD can also be done in Houdini. However, for LOD, its auto tool worked well, and from a distance, the number of triangles was only 14 thousand. UE wouldn't have been able to do this optimization with the internal tool, because it would have cut the polygons evenly on the leaves, and that would have been wrong. Removing polygons The result of retopology In this way, the polygon count of this ivy was reduced from 560 thousand to 110 thousand polygons. We apply Polyreduce to each part with its own settings, put it all together, and clean up unnecessary attributes, and the job is done. Small stems can be selected separately using the scale parameter. And this is enough to calculate their coordinates and separate them by U position. However, we do have a difference in the location of the vertices on the UV scan. Usually, when materials are different, they are easily separated by the polygon attribute, but in our case, it doesn't work. The next step is to reduce the number of polygons on the stems that have the same name and material. Then we recalculate the difference in the range from 0 to 1 and remove the smallest objects. Let's start by analyzing the area of each individual object - we record the minimum and maximum. Therefore, we needed to build tools that would quickly reduce the number of polygons with minimal manipulation - and only those objects that would be clearly defined by the visuals and polygonage. UE itself doesn't do retopology the way we would like. In such cases, we always try to simplify the work for our colleagues and optimize the 3D model. However, in general, there are too many of them, which would be an unreasonably large task for the modeling department. If you take each element of ivy separately, it has a reasonable number of polygons. For one of our projects, our specialists made custom tools for ivy and other plantings. If necessary, you can also make LODs (Levels Of Detail) - several variants of the same object with different degrees of detail, which are switched depending on the distance of the object to the virtual camera. One of the easiest uses of UE and Houdini is retopology, which is the conversion of 3D models with a large number of polygons into something that can be used in animation. Retopology - creating a simplified model of an object Our case studies will help you better understand the techniques used in modern games, improve your pipeline to solve complex problems and choose the path of further development. The material will be useful for tech and VFX specialists, level artists and designers, and game developers. The examples we'll give are appropriate for Unity, as well as in combination with other procedural applications like Blender. In this article, together with Houdini Artist Pavel Filevsky, we will analyze several practical cases of using UE with Houdini. For example, the combination of UE (Unreal Engine) with Houdini, a software package for working with three-dimensional graphics, can significantly simplify game development. In our team, we often use tools that help us realize projects of maximum complexity. Hello! My name is Viacheslav Titenko, I'm a TechArt and VFX lead at Kevuru Games.
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