acey195 Posted April 14, 2017 Share Posted April 14, 2017 Yesterday 80Lvl released a new post: https://80.lv/articles/procedural-technology-in-ghost-recon-wildlands/ It covers some of the design processes that were used and how Houdini assisted in them. The project itself has been a blast to work on! </plug> So I hope you like the article 5 Quote Link to comment Share on other sites More sharing options...
hyperforce Posted April 21, 2017 Share Posted April 21, 2017 And here is the second article:https://80.lv/articles/procedural-world-building-in-ghost-recon-wildlands/ I go over the workings of some of our most intricate tools Hope you enjoy the read. 5 Quote Link to comment Share on other sites More sharing options...
Atom Posted April 21, 2017 Share Posted April 21, 2017 Thanks for the post, a nice read. 1 Quote Link to comment Share on other sites More sharing options...
acey195 Posted April 28, 2017 Author Share Posted April 28, 2017 (edited) The third article in this series : https://80.lv/articles/vegetation-generation-in-ghost-recon-wildlands/ for some context on the Houdini relevance to this topic: The vegetation placement is greatly assisted by it,in combination with hand editing vegetation zones. Grass types have been adjusted using it. The LOD scaling values have been evaluated by it. As a bonus, for those who haven't yet seen it on the Sidefx website, a small cameo of the Houdini team in the video. Edited April 28, 2017 by acey195 1 Quote Link to comment Share on other sites More sharing options...
acey195 Posted May 15, 2017 Author Share Posted May 15, 2017 (edited) Some may already have seen it on SideEffects.com, (although they missed the 3rd part there) but the 4th part in the series is now out as well (since 2 weeks) So to be complete, here is the last part of the series for now : https://80.lv/articles/landscape-and-material-pipeline-of-ghost-recon-wildlands/ Hope you liked it! Edited May 15, 2017 by acey195 typo 1 Quote Link to comment Share on other sites More sharing options...
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