Procedural Modeling 2021 - 2022
A selection of procedural projects I made during the last year.
Tennō - Graduation Project
Tennō (Japanese: heavenly emperor) is a city-building real-time strategy game set in feudal Japan during the Edo period (1603 -1868). Gather, produce and manage resources and take responsibility for your city’s economic growth. Experience the challenge to fulfill your citizens growing needs and to help your city to grow and thrive.
Tennō is my graduation project, made during the two years of my master's studies at Salzburg University of Applied Sciences. My part was to design and model the assets used in the game. With me being the only full-time artist on the team and for more flexibility in every production stage, the assets were made with Houdini, as procedurally as possible.
Team:
Stefanie Thiel (3D Artist)
Alexander Auberger (Game Designer/Programmer)
Thomas Schneidergruber (Game Designer/Programmer)
Angela Prager (Character Modeling)
Marco Mairer (Audio)
For more information visit our project portfolio.
Procedural Staircase
Personal project made in my spare time. This is mostly proof of concept for several goals I wanted to achieve. One was to only use a modular kit and not to procedurally create new meshes. Another was to make the stairs with adjustable angles. Furthermore, the gangways can go around the corner in both directions, the supporting structure can adapt to the ground and be wall-mounted to buildings/structures. The collider is generated automatically.
Floating Islands
Procedural Floating Island Generator made with Houdini for a university game project. In the game, the player is fighting different enemies on several layers of floating islands, trying to reach the top layer and the end boss. Since the player is mostly looking up at the underside of the islands, my goal was to make a generator that allows to easily produce a lot of different island shapes. The HDA is procedurally instancing different columns with different heights, using noise to determine where to place each column. Through changing the noise parameters an infinite number of islands can be created.
Obelisk - Procedural Landscape
University project made during an Unreal Engine Workshop. The landscape and masks for the biomes are made with Houdini (HDA), the meadow is made with Landscape Grass Type, the forest with the Procedural Foliage Spawner. The landscape is procedural, using free content found at the marketplace; the obelisk I made myself.
After spending way too much time drawing the blue flower swirl over and over again without getting it right, I decided to make a tool to place them based on a curve.
Comments (0)
This project doesn't have any comments yet.