Houdini
A collection of various work I did, all rendered in Unity.
Procedural Montreal House – Houdini Digital Asset
This tool was made with Houdini, to create Montreal-type houses and is used as a digital asset in Unity using the Houdini Engine.
It has parameters to change the size of the house, the size of each modules (balconies, doors, windows, etc), their placements, the colors. The tool also allows to replace each module with external assets.
One of the main features is the procedural UVs of the body of the house and how they adapt to the size changes, and how the height of the modules adapt to the number of bricks on the house material.
All textures are made in Substance Designer, materials have custom shaders created in Shaderforge to allow vertex color tint on base color.
(From 2019)
Procedural Island – Houdini
WEBGL Demo (can take a bit of time to load) : https://lukathemouse.itch.io/houdiniproceduralisland
I wanted to create an island generated procedurally. First, I made a blockout in Houdini with all the type of assets I needed and their placement in comparision to each others .
Then I began creating the house platform, walls, stairs, and railings and then placed it on the island. I added all kind of details around to give it more life (rocks, palmtrees, plants…).
When the blockout was finished I replaced all the boxes by real 3D assets, exported it in Unity and made various custom shaders like the water one.
I also needed to create in Houdini special meshes for fx : the ones around the poles and island, and the caustics.
(From 2019)
Various Houdini Procedural Assets
Various projects done in Houdini. Most of them were made to adapt different 3D modules replaced in Unity to help detail the model: window, doors, etc.
(From 2019)