Game designer and 3D artist Adrian Lazar talks about how Houdini was used in the development of his indie game, Planet Alpha. You’ll learn how Adrian got started with Houdini, the procedural workflows he used, and his advice to new Houdini users. “Procedural workflows are valuable because they save time,Read More →

Houdini 17 includes a wealth of new features, including a GPU-accelerated multisolver for cloth, hair, soft bodies and grains, a new white water solver, a material-based destruction framework, facial autorigs, fullbody IK, enhanced animation and modeling workflows, UV autoseaming, GLTF I/O, gamedev tools and much more. On October 2, SideFXRead More →

In Houdini, networks of nodes can be easily wrapped up into Houdini Digital Assets then shared with other artists. With the Houdini Engine, these assets can be loaded into the Unity game editor with procedural controls available to artists. The results can then be further manipulated in Unity. Anytime aRead More →

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