Adam Williams
ADAM_WI11IAMS
About Me
EXPERTISE
Game Artist
INDUSTRY
Gamedev
Connect
LOCATION
Tokyo,
Japan
WEBSITE
Houdini Skills
ADVANCED
Environments
BEGINNER
Procedural Modeling | Digital Assets
Availability
I am currently employed at FROM SOFTWARE
Recent Forum Posts
BUILDING CLIFFS IN HOUDINI July 16, 2024, 9:43 a.m.
Hello everyone!
I'm new here and I started learning Houdini about 2 months ago,
please go easy on me, I have been trying to create cliff models for games with varying levels of success.
I would like to ask for anyone who might have some insight into creating this specific style and look and feel.
I have been trying to create this style of cliff by this amazingly talented artist Hugo Beyer.
He provides a nice breakdown on the page. As you can see, he has been able to create a very planar and hard-edge looking shape that has custom cutters and then perhaps shapes being blasted or cut out...?
![](/forum/attachment/3cfdf9fb0a0cd6abd0ed53f3c7532a13559a4d58/)
![](/forum/attachment/8a4d649228dfd1ec892327e70d282abb301c9a2e/)
You can see in the first image the breakdown of how Hugo Beyer has achieved the result.
And in the second image you can see my current result. I have used Voronoi fracture and a
transform node to create fracture clusters using a point scatter, but I don't know how he has used that custom cutter geometry.
I will also upload my Indie HIP file for anyone who wants to take a look.
If anyone could provide insight on a workflow to achieve that custom cutting technique and
create the flat normal surface look that would be very helpful.
Any problems with the images or files let me know
Thank you for any insight,
I'm new here and I started learning Houdini about 2 months ago,
please go easy on me, I have been trying to create cliff models for games with varying levels of success.
I would like to ask for anyone who might have some insight into creating this specific style and look and feel.
I have been trying to create this style of cliff by this amazingly talented artist Hugo Beyer.
He provides a nice breakdown on the page. As you can see, he has been able to create a very planar and hard-edge looking shape that has custom cutters and then perhaps shapes being blasted or cut out...?
You can see in the first image the breakdown of how Hugo Beyer has achieved the result.
And in the second image you can see my current result. I have used Voronoi fracture and a
transform node to create fracture clusters using a point scatter, but I don't know how he has used that custom cutter geometry.
I will also upload my Indie HIP file for anyone who wants to take a look.
If anyone could provide insight on a workflow to achieve that custom cutting technique and
create the flat normal surface look that would be very helpful.
Any problems with the images or files let me know
Thank you for any insight,