Houdini Building HDA Graph Screenshots


So, How I went about turning the buildings into HDA's was, I would object merge in one of the buildings into a new graph. Stash the mesh in a "Stash" to store the mesh in the HDA so I could delete the object merge node. I would then use a attributecreate node to apply a unity material path to the asset so it could find the NeoCity Mini Kit textures in the Unity project (Image_02 for reference)

I used match size to bring it to the center of the scene, the blast node to isolate the bottom floor, a single middle floor and the roof from each other, then I created a vertical line the length of which drives how many floors are added in the middle. I had houdini generate the collisions meshes as well. Getting the fire escape to fit right required some minor editing of it's dimensions, I decided to add a slider to control it's position on side of the building, so it could move left and right. But in actual level building we never made use of the fire escape (Image_03_reference)

Files

CityCoreParkour.rar 365 MB
Jun 24, 2022

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