Rendered with Lumen in Unreal Engine 5
This is Solid I, our first character piece and exploration of performance-driven animation using Houdini exploiting the power of Unreal 5. Inspired by the beauty and phenomena of the natural world, we created a bespoke concrete character that was procedurally and manually modelled.
Brought to life using our own mocap to art direct the simulation. We built a custom workflow to help us translate and bridge the worlds of the two software, allowing us to reach a fidelity of work we initially weren't sure was possible in Unreal.
Using Nanite we exploited the ability to load in large amounts of geometry with a character that was 20 million polygons in total.
With the power of Houdini was the backbone of the animation and modelling process, to create art directed simulations and procedural displacements for the character design.
Music & Sound by NOIZLAB
The Making Of
Explore the world of Solid I