Get Rid Of The Boring In Your Pipeline: How We Got Started | Florian Gantzert & Clemens Berger |...

Channel:
Subscribers:
137,000
Published on ● Video Link: https://www.youtube.com/watch?v=gDCp2DAr_zw



Duration: 45:01
1,222 views
27


In this talk, Florian and Clemens will talk about poly-reduction of stylized hair, stylized hair workflow, going from Houdini to Unity with PDG and without Houdini Engine. They will also talk about High-to-low modeling pipeline, from ZBrush to Houdini to Substance, and Batch processing skinned meshes FBX with PDG.

Florian Gantzert is working on improving graphics and artist workflow across projects at KLab. He co-established and has been leading the Real-Time Rendering Research group since 2019.

Clemens Berger joined KLab in 2017 as a 3D artist and has since worked on several release titles in a leading role. He co-established the Real-Time Rendering Research group, constantly endeavouring to find the magic formula for creating great looking models in the shortest possible time frame.




Other Videos By Houdini


2020-03-30Let Them Trade | Spaceflower | Houdini Connect
2020-03-26Houdini HIVE GameDev - Day Two (Thurs, March 26)
2020-03-26The Secret Language of Houdini for Games | Robert Magee | HOUDINI HIVE GAMEDEV
2020-03-26WaveFunctionCollapse Supercharged with PDG for Level Generation | Paul Ambrosiussen | HOUDINI HI...
2020-03-26Creating Reactive Environments for CONTROL | Johannes Richter | HOUDINI HIVE GAMEDEV
2020-03-26It Just Needs to Work On Paper - Houdini R&D for Real-time | Mai Ao | HOUDINI HIVE GAMEDEV
2020-03-26Procedural Tools for Data Handling | Thomas Tobin | HOUDINI HIVE GAMEDEV
2020-03-26From GameDevToolset to SideFXLabs | Paul Ambrosiussen | HOUDINI HIVE GAMEDEV
2020-03-26Crafting Procedural Assets for Unity and Unreal | Simon Verstraete | HOUDINI HIVE GAMEDEV
2020-03-26Tips and tricks for improving VR Game Dev Workflows | Maria Mishurenko | HOUDINI HIVE GAMEDEV
2020-03-26Get Rid Of The Boring In Your Pipeline: How We Got Started | Florian Gantzert & Clemens Berger |...
2020-03-26SOP-Based Dynamics for Games | John Moncrief | HOUDINI HIVE GAMEDEV
2020-03-26Age of Empires II Definitive Edition, Using a Tool Created in Houdini FX | Jerome Hereng | HOUDIN...
2020-03-26Destruction Tools and Techniques Used For Borderlands 3 | Caitlyn Trout | HOUDINI HIVE GAMEDEV
2020-03-26Procedural Modelling For Grid-Based Games | Patrick McAvena | HOUDINI HIVE GAMEDEV
2020-03-26Lucen: Indie gamedev with Houdini and UE4 | Kristian Kebbe | HOUDINI HIVE GAMEDEV
2020-03-26Make your Artists Love You | Thomas Tobin | HOUDINI HIVE GAMEDEV
2020-03-25Houdini HIVE GameDev - Day One (Wed, March 25)
2020-03-23Shading Theory with Karma | Part 6 | Transparency
2020-03-23Shading Theory with Karma | Part 4 | Shading Exercises
2020-03-23Shading Theory with Karma | Part 7 | Subsurface Scattering