Emil Eldstål - TD Tools / Procedural Work
In this entry, I show work/projects I've done in 2018/2019. It's a mix of personal projects, school projects, and stuff I've done during my internship.
Procedural Spaceship generator
Made in Houdini. Takes a base shape input and vdb it, retopologize. Then it voronoi fractures and clusters to get different ID/colors. Angle-based engine generation and automatic bolt placements. Automatically uv-mapped and game ready poly count
Procedural Variations (10sec > 1 min generation time) Can easily batch-bake hundreds of ships to contact sheets and hand-pick variations
Procedural environment generator
Bachelor Degree Project. Goal was to make a environment generator with as few clicks and inputs as possible. Meant to be used to quickly flesh out map ideas. Takes an .psd as input, outputs real-time environment in Unreal Engine. Features include; automatic roads with animated cars, power lines, farm areas, forest. In this version I decided to use Scandinavian rural area as the biome/theme. Can easily be used for other types with just assets switches.
Features:
Custom UE4 editor scripts. I automatically export an .hcsv with spline points for the road and recreate them as splines in Unreal. Foliage spawn procedurally based on grass maps and layers in the material.
Road system:
* Speed limit parameter that updates road line distance and scale
* Lamp post/Speed sign parameter with number/distance
* Toggle for tire marks
Other procedural Tools/Work
Procedural Tentacle tool
Procedural Hardcase/Bodybag generator
Unreal Blueprint Building Generator/Level design tools(+ Spline version)
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