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ScavLab - Terrain Generation Pipeline

Terrain generation for Scavlab; This was a really awesome project to be part of and truly mindboggling to play!
Video of the event here: https://www.youtube.com/watch?v=thpJebPxXSo

Big props up top to Matt for giving it a world creator pass; and for the rest of the art team for doing a fantastic job populating it :)

The brief was to have a "bowl" filled with tracks that players could slide down; however as this wasn't a main game mode we were not able to adjust the slide mechanic; so we needed a way to generate and iterate on these tracks quickly; especially as working by hand would eat time and any change would have massive knock on effects.

The solution was a Blender > Houdini > UE4 tool chain. Using blenders curves allowed me to quickly iterate on the tracks themselves and catch problem zones quickly. Once we had a layout that was good I put it through Houdini to build a landscape around the tracks and export as a heightmap for unreal. With this workflow we could potentially get 2 iterations of the map a day with QA. Within a week or so we were able to lock down a map which would have otherwise taken months. Once the map was locked it was passed to Matt Birkett-Smith for a procedural detail pass and material work.

3 Sets of tracks were finished for the ScavLab event, with one of them being brought up for a larger detail pass for the first live event.

Also a big thanks to Midwinter for letting us use their assets :)

https://www.artstation.com/kjetilm
https://www.artstation.com/stuartbugg
https://www.artstation.com/vanessagio
https://www.artstation.com/mbirkettsmith

The finished terrain after a detail pass from Matt in World Creator.

The finished terrain after a detail pass from Matt in World Creator.

Gif Demonstrating the Houdini pipeline. Taking in splines.

Gif Demonstrating the Houdini pipeline. Taking in splines.

Input from Blender and example output from Houdini.

Input from Blender and example output from Houdini.

The final result. With a few hand tweaks and lots of great dressing from the rest of the team!

The final result. With a few hand tweaks and lots of great dressing from the rest of the team!

The "Civilian" track, which was used for the event. Note the carved tracks retained from the initial blender splines.

The "Civilian" track, which was used for the event. Note the carved tracks retained from the initial blender splines.

The "Outlander" track, still WIP.

The "Outlander" track, still WIP.

The "Crash Site" track, still WIP.

The "Crash Site" track, still WIP.