Procedural Assets

In Procedural: Introduction the basics of procedural modelling were explored. This follow up course further expands on this knowledge and introduces more advanced techniques.

Furthermore, we look into procedural unwrapping and texturing techniques, using software such as Substance Designer. The end goal is a fully procedural asset integrated into a game engine, so it can be used by a level designer and changed on the fly to account for his/her specific needs.

Software used: SideFX Houdini, Substance Designer, Unreal Engine

 

Below is an example of a procedural building generator by Alina Lukina and a procedural castle by Yinuo Chen.

Graduation Work: Procedural building generator from Alina Lukina. Alina continued working on the subject matter seen in this course.