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Art Breakdown Shaders

Procedural Monadnock Breakdown – Shaders

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 […]

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Art Breakdown Houdini

Procedural Monadnock Breakdown – Houdini

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, […]

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Art Breakdown Unreal

Procedural Monadnock Breakdown – Unreal PCG

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 […]

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Art Breakdown Houdini Portfolio Unreal

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 […]

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Art Breakdown Houdini Prototypes

Procedural Monadnock – A WIP Unreal/Houdini Project

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 […]

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Art Breakdown Portfolio Python

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 […]

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Art Breakdown Portfolio Python

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 […]