World Designer for MOBA
The Moba World Designer for MOBA (Multi-player Online Battle Arena) is a demonstration of a production-like map builder that blends Houdini Engine and Unreal Blueprint workflows to build a more streamlined workflow for artists and designers.
The project's main goal is to bring the power of Houdini Digital Assets [HDA] into Unreal in a way where users would not be asked to learn Houdini or manage HDAs since the interactions will take place in the Unreal environment with Houdini working under the hood. Attempting to utilize the power of blueprints inside Unreal, this project reveals how this relationship can be more automated.
What is the point of using proceduralism to save artists and designers time, but then ask them to use of some of that saved time to learn and manage new tools?
The project’s art is entirely built within Houdini using a mixture of procedural and traditional box modelling. As well, all of the textures have been generated inside Houdini’s new Copernicus image processing context.
Another key goal is to inspire, educate and help existing teams and artists who perhaps have wanted to explore Houdini and proceduralism in the past, but felt overwhelmed by its complexity or dissuaded from adopting it into their workflow due to its usability from a non tech artists perspective.
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