Samirah

@SamirahEvers

Intern at Remedy entertainment. Studying procedural generation with Houdini at Breda University. Formerly known as NHTV (Igad).

Vrijeme pridruživanja: veljača 2019.

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  1. 14. sij

    again, but this time showing off the corners. As before the entire tool takes in premade assets. Any angle is possible. The tool makes for quick iterations and ease of use. I've used these assets:

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  2. 10. sij

    I've been working on a that takes in premade assets instead of creating one huge unique mesh. Each color represents an asset that could be made by an artist. This makes it great for . Tool also detects .

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  3. proslijedio/la je Tweet

    ANNOUNCEMENT! We are looking for talks from game developers/researchers from AAA, indie or academia on anything for the next Everything Procedural Conference on Wednesday April 22nd 2020.

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  4. 5. srp 2019.
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  5. 2. srp 2019.

    Hey guys! I've created an updated version of my previous work from last year. Again they are made with . Inspired by and

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    28. lip 2019.

    Here is some of the progress of a simulation that I worked on in my second year at . Both the and the wiggling vine are done in The key was to keep looking at what's off and work from there. I'd love to work on this more still!

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    27. lip 2019.
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  8. 26. lip 2019.

    Been working with and combining it with . I've created an editor with python that allows you to draw out your levels. Once saved, it will instantly generate the level within Houdini.

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  9. 28. tra 2019.

    Some more examples, all I did here was change the offset of the and you'll get instant placement.

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  10. 28. tra 2019.

    The system is fully . Meaning that you can input any and the spawn of the is nearly instant. The tool can work with any biomes as long as you create settings for them.

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  11. 28. tra 2019.

    The tool has a system, meaning that roads/rivers/buildings etc.. will have priority over the spawn of the (unless stated otherwise.)

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  12. 26. tra 2019.

    Here is a preview of how the system works using a mask to place the . The system grows based on succession. Blue = Climax Forest Orange = Mature Forest Red = Young forest

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    25. tra 2019.

    stream/river that I have been working on. Geometry and flowmap made in , material made with and particles are made with and placed with Houdini as well. Still in progress :) Terrain made by

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  14. 25. tra 2019.

    Another video with a walkthrough of the . The river is procedurally made by .

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  15. 23. tra 2019.

    A video preview of the procedural system I've created over 2 weeks. Foliage and materials are sourced from: &Source .

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  16. 9. tra 2019.

    Made a procedural tool in , that creates a complete terrain within . More of my workflow and screenshot coming soon! Assets from: , and

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  17. 21. ožu 2019.

    Hey guys, I'll be at , so if you are there and want to see my work or have a chat. You'll find me there!

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  18. 4. ožu 2019.

    The final product of the ivy simulation in .

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  19. 4. ožu 2019.

    Ivy growth simulation .

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  20. 28. velj 2019.

    scene with , and placement created in . Foliage assets are from KiteDemo

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