teacupsandtime Hi everyone! Very last minute question, but if we plan on adding a written explanation does it have to be in the description of the post, or can we attach a .pdf/.txt in the submission folder? Is there a preferred format? Thanks!
Looking forward to all of the entries. Please be sure to post by the deadline. Make sure you post to the correct thread. Your WIP threads do not count as entries. You must add the final submission to the correct thread.
sarnett21 I have another question regarding submissions for the game art tool category.
I have a few tools that I will be using, but I want to submit only two of them to actually be judged. If I am submitting two of the tools to be judged shall I create a video, 3 shots, and a video explanation for each one? And then I just upload all of those materials to one post in the submission thread? Or would it be best practice (and easier for the judges to distinguish) if I created a separate thread for each HDA I submit?
Filippo2804 Hello, I am working on submission in tool category. In rules there is information that it has to work on Houdini version 20.5, but is there any specific version for Unreal Engine project? Is 5.4 will be ok or it should be something more recent, or even the latest one?
Igor Backstrom Hi Robert, should we post in "BEST REALTIME FX | SUBMISSIONS" separately? Because my post was actually a submission and not WIP.
HDA and project file were there from day 1.
Yes - please repost if they are your final submission - only posts to the submission threads will be judged. Anything outside of those three threads will be considered WIP
sarnett21 Thank you for answering my previous question Robert.
I had a quick question about Megascans again as it pertains to the environment, game art tool, and submission. You've made it clear that any Megascan asset used in the submissions will result in disqualification. I understand that part. I am working on "cleaning out" an existing Unreal project I currently have that has a lot of Megascan assets in it (mostly textures and models). I am working on cleaning them out and replacing them with COP textures and models I'll create in Houdini.
Here's my question: assuming everything in my Elderwood level of my Unreal project is all made in Houdini, is it okay to still have existing Megascan assets in the folder structures of my Unreal project? Meaning there will be no Megascans in any of the final renders, but judges may find lingering Megascan assets in the folder structure of the project. Is that okay for submission?
Also, I assume we are okay to use the textures and other assets that ship with Unreal?
Thanks!
It might be worth cleaning out the folders to test that the scene works without them. It might confuse judges to include them. assets that ship with Unreal are fine.
etoDanya Hi, I have a question, can we participate in the Art Challenge as a team of 2-3 people? We want to choose one category and make one big project for it.
The contest is intended for individual artists. Maybe one of you could make the environment, one do a cool FX and the other a game art tool? But they would need to be submitted individually.
anthonyzheng02 I was also wondering if there might be a discord server outside of these forums for communicating with the community or others in the challenge.
Thanks!
The Houdini Academy discord server has a thread for the Game Art Challenge:
I have a question about the realtime environment. I've been working on a Houdini/Unreal environment in my spare time for the last several months. And since the announcement of this game art challenge last month, I've really been getting excited and I want to take my current environment and fit it into the world of Elderwood. My original environment is inspired by Scandinavian villages and Rohan from LOTR, so it's not quite matching the description of "a lost city". It's a village with Viking longhouses and a large defensive fence (both of which are HDAs). Rather than starting over with this environment, could I take what I currently have and just add more rocks, ruins, and overgrowth to it? So it will still look like a Viking village but just have some added ruin/overgrowth elements spread throughout. Let me know if that will qualify as a "lost city" environment for the competition.
And this might be a dumb question, but I assume the whole environment doesn't need to be built in its entirety in Houdini first and then imported into Unreal. Like I can export my HDAs and models from Houdini and do all of the final set dressing and layout of the environment in Unreal right?
Thank you!
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1 - We haven't explicitly defined a lost city so your entry is eligible for entry. It could be be a lost city that is inhabited or a lost city in ruins - both are eligible.
2 - Set dressing can be done in Unreal BUT if you use Houdini to assist with the set dressing your entry will be seen as more Houdini-centric - it could help your chances.
Gand I have two important questions regarding the rules.
I noticed on the Challenge page that only HDA files are listed as valid entries (no HDALC). Does it mean I have to save the Digital Asset as an HDA when using the Indie version?
I assumed all assets in the example Unreal Project have to be made by me, but can I use the Unreal Example project in the showcase video?
- HDALC files are fine
- If you mean to show of your asset - that is OK although something with a it more context would be better.
mitchellsaunders Hi, I'm getting the same issue and have tried removing the Houdini Engine from the manager menu.
This isn't something you can change in Unreal - you need to go to the Houdini License Administrator - If you have Houdini Engine for Unreal/Unity installed then that is causing the conflict. You need to get rid of that license. Install your Indie license locally and don't use the Login Licensing which will bring back the Houdini Engine for Unity/Unreal license.
I have added the following Scenario to the main page:
Imagine diving deep into the forests of Elderwood, where forgotten cities slumber beneath the leaves or shimmer with secret enchantments! Your mission, should you choose to accept it, is to conjure up a Realtime Environment bursting with mystery and awe. Or perhaps you'll unleash spectacular Realtime FX, painting the landscape with natural wonders or weaving spells of pure magic within those lost city walls. Or you can create a Game Art Tool that would be the ultimate sidekick for artists embarking on this thrilling creative quest!