Kiara Koval shared how she tackled challenges during the creation of this project.
Tech Artist Kiara Koval showcased the comparison of the early and finalized stages of the landscape project, demonstrating how it looked while in the works in week 3 and the final version of week 10.
The artist said that she faced some challenges and shared the techniques she came up with during the creative process. For instance, for lightweight traffic sim, Kiara used the road data from OSM for a Houdini particle sim and imported that into Unreal Engine using Niagara and added cars as actors. After, she brought the particles in as .json files. The result was lightweight and easy to tweak.
Another challenging aspect was adding foliage scatter in Houdini. Kiara shared that usually she uses PCG directly in Unreal Engine. However, the landscape scene was too large-scale. The artist scattered the points in Houdini, then imported them into Unreal as an alembic, and then used PCG to populate the points with actors.
Take a look at the overview of the project:
Before, Kiara showcased a fully procedural environment builder, which was created with Unreal Engine 5's PCG toolset in combination with Blueprints.
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