Procedural Workflows with Houdini and Unity 2018 for Game Artists | Kenny Lammers | SIGGRAPH 2018

Procedural workflows are becoming almost a necessity in our modern game pipelines. We have to create more content while keeping the content flexible and iterative. In this presentation Kenny walks through how Houdini and Houdini Engine, with Unity 2018, gives artists and designers the flexibility to iterate on designs and game assets.

Using the power of Houdini’s procedural workflows game artists have the ability to create their own procedural game assets that can change shape, update uv’s, and add more or less detail – all without having to leave the Unity editor. We look at a few case studies and learn the different ways we can insert Houdini’s procedural workflows into your current game production pipelines.

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