This blog post will break down Optimization section of the Procedural Monadnock project. You will be able to learn how to generate a forest containing hundreds of thousands of trees while maintaining performance. I’ll also talk about the process and some problems I encountered throughout this section of the project. Link to Portfolio Post below. I […]
Category: Art Breakdown
This blog post will break down the Shaders section of the Procedural Monadnock project. You will be able to see how shaders are able to harness data from the PCG Graph as well as a handful of handy material functions used throughout the project. I’ll also talk about the process and some problems I encountered […]
This blog post will break down the Houdini section of the Procedural Monadnock project. You will be able to see the Pathfinding tools used to carve out the trails and the system used to create ID maps. Link to Portfolio Post here: Trail Pathfinding For this project, I revisited a smaller endeavor from earlier this year, […]
This blog post will break down the Unreal PCG section of the Procedural Monadnock project. You will be able to see the construction of the PCG system used to populate the landscape. I’ll also talk about the process and some problems I encountered throughout this section of the project. Link to Portfolio Post here: Data Asset […]
Procedural Monadnock
Stated Goal The goal was to create a procedural framework that efficiently populates landscapes with assets based on terrain characteristics, allowing for easy customization and fast iteration. Description This project has three primary parts to it, each of which have their own dedicated breakdowns: 1.) Two PCG systems that populates a landscape based on a […]
Description Stated Goal My goal is to create a procedural framework that efficiently populates landscapes with assets based on terrain characteristics, allowing for easy customization and fast iteration. This framework will seamlessly integrate features from both Houdini and Unreal, while maintaining a high level of realism. Background Through a conversation with a mentor over the […]
OpenGL Particle System
Background The OpenGL Particle System was created as a final project for my Intermediate Graphics Programming course. It was developed by Yuuki Endo, Issac Lovy and myself over the course of two weeks. I was primarily responsible for implementing the skybox and translation of visual scripting to GLSL. Work on the primary shader files was […]
Riptide – Technical Art
A collection of some of the Technical Art tools/shaders/etc… that I created whilst working on Riptide. This is not all of my work on the game, but rather a collection of mini-projects that I felt were worth showcasing. Houdini Asteroid Generation Procedurally generated asteroid meshes with automatic in-engine material application and collision, along with Nanite […]
Unreal – Auto Prefix Tool
About This tools allow artists to easily organize their Unreal projects content folders using per-object type prefixes. It supports nearly all object types in vanilla Unreal Engine 5. This tools logic builds off the Maya Prefix/Suffix tool I created, but uses an entirely different API to integrate the logic with the engine. Learning This was […]
Maya – Prefix/Suffix Tool
About This tool was made for artists who want to make their Maya projects more organized. It works by detecting the objects within the scene and assigning a prefix from a JSON file. Users are also able to assign custom prefixes and suffixes using the textfield at the bottom. All prefixes and suffixes are able […]