Elderwood FX — Stone Arc Portal [WIP]
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- un1hornvfx
- Member
- 4 posts
- Joined: 4月 2025
- オフライン
Hi everyone!
I'm thrilled to take part in the 2025 Game Art Challenge in the Realtime FX category.
My idea centers around a magical portal hidden deep in the ruins of Elderwood — a structure that slowly comes alive through nature and enchantment.
✨ Concept:
Scattered stone blocks begin to rise and assemble into a majestic ancient archway.
As the stones fall into place, they become overgrown with vines and glowing flowers.
Once the magic stabilizes, the flowers bloom — and butterflies emerge, dancing gently in the air.
🔧 Tech:
Pivot Painter is the core technique driving this effect — everything from stone placement, flower growth, and vine animation will rely on it.
I’m using Houdini to procedurally generate all geometry and data — stone positions, vine curves, flower orientation, pivot data, masks, and textures.
The final assembly and visual look will be built directly in Unreal Engine, using custom materials, Pivot Painter, and Niagara where needed.
My goal is to blend elegant procedural workflows with a visually rich and magical atmosphere.
I’ll be sharing progress, visual breakdowns, and insights as I go. Feedback and thoughts are always welcome!
Thanks for reading🌿🦋
I'm thrilled to take part in the 2025 Game Art Challenge in the Realtime FX category.
My idea centers around a magical portal hidden deep in the ruins of Elderwood — a structure that slowly comes alive through nature and enchantment.
✨ Concept:
Scattered stone blocks begin to rise and assemble into a majestic ancient archway.
As the stones fall into place, they become overgrown with vines and glowing flowers.
Once the magic stabilizes, the flowers bloom — and butterflies emerge, dancing gently in the air.
🔧 Tech:
Pivot Painter is the core technique driving this effect — everything from stone placement, flower growth, and vine animation will rely on it.
I’m using Houdini to procedurally generate all geometry and data — stone positions, vine curves, flower orientation, pivot data, masks, and textures.
The final assembly and visual look will be built directly in Unreal Engine, using custom materials, Pivot Painter, and Niagara where needed.
My goal is to blend elegant procedural workflows with a visually rich and magical atmosphere.
I’ll be sharing progress, visual breakdowns, and insights as I go. Feedback and thoughts are always welcome!
Thanks for reading🌿🦋
Edited by un1hornvfx - 2025年6月2日 16:40:26
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- un1hornvfx
- Member
- 4 posts
- Joined: 4月 2025
- オフライン
Update #1
Hi everyone!
Quick update on the progress:
✅ What’s done:
Assembled the stone arc in Unreal Engine
Imported and tested base materials and base visual
Generated stone meshes in Houdini
🔧 Pipeline note:
The main idea is to generate all meshes and textures entirely in Houdini, like a stones, vines, flowers, and portal meshes.
I’m currently exploring whether to use Houdini Engine in Unreal for dynamic asset control. While it could be more efficient, I’m leaning toward building everything as a self-contained FX scene inside Unreal — mainly for personal experimentation and R&D purposes.
This challenge is also a great opportunity for me to make research.
🛠️ Next steps:
Model the flowers
Create the butterfly mesh
Build a pedestal/base under the portal
Decide on the overall visual style of the effect
Create all textures and masks
Add minimal environmental context
Set up the camera and lighting for final shots
Optimize the scene for real-time playback
Thanks for checking in! Always happy to hear feedback or ideas 🌱
Hi everyone!
Quick update on the progress:
✅ What’s done:
Assembled the stone arc in Unreal Engine
Imported and tested base materials and base visual
Generated stone meshes in Houdini
🔧 Pipeline note:
The main idea is to generate all meshes and textures entirely in Houdini, like a stones, vines, flowers, and portal meshes.
I’m currently exploring whether to use Houdini Engine in Unreal for dynamic asset control. While it could be more efficient, I’m leaning toward building everything as a self-contained FX scene inside Unreal — mainly for personal experimentation and R&D purposes.
This challenge is also a great opportunity for me to make research.
🛠️ Next steps:
Model the flowers
Create the butterfly mesh
Build a pedestal/base under the portal
Decide on the overall visual style of the effect
Create all textures and masks
Add minimal environmental context
Set up the camera and lighting for final shots
Optimize the scene for real-time playback
Thanks for checking in! Always happy to hear feedback or ideas 🌱
Edited by un1hornvfx - 2025年6月22日 12:14:26
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- un1hornvfx
- Member
- 4 posts
- Joined: 4月 2025
- オフライン
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