Graduation project:
My graduation project is about creating procedural planets, which can be injected in multiple game engines.
This in contrast to most procedural planet generators, which need specific engines to work. It features a system to generate multiple levels of detail which blend into each other.
My dissertation on this subject:
Procedural planets into detail, Twan de Graaf 2013
Automatic UV-mapping + Texturing Tool:
After my graduation I started working on an automatic UV-mapping and Texturing tool. It creates UVs for low-poly objects and automatically overlaps them and lays them out. Additionally it is also able to create some base textures to speed up the texturing process.
The manual for the tool:
Automatic UV & Texture generation tool, Twan de Graaf 2013
Available on Orbolt
Video tutorial on CMIVFX
World generation using the Houdini Engine Unity Plugin:
Houdini file parser for Unity:
This is a polished version of the importer I created for my graduation project, used to import transform data from Houdini into Unity.
The Manual for the package:
Houdini 12 PointImporter for Unity
Available on the Unity Asset Store.
Alpha and prototype videos:
A bridge procedurally created and animated in Houdini. On the right the bridge is placed into a world by taking the start and endpoints.
A procedurally generated car, modified by moving some sliders. On the right is a mountain/mesa generator prototype.
Ouputs of my high-poly hut generation tool:
A random shield model + texture generator. the icons on the shields were taken from various websites.
A screenshot of the level generator built for the game SIP.
The game was built in 48 hours, with 6 people
during a global game jam. This demonstrates that procedural generation can also work in small projects.
A building plan was converted into geometry procedurally and put inside Unity3d:
Autocad files were imported into Houdini and used to generate the walls and Uvs.
For the final result, see Games
Two renders I composited with Nuke,
the background has been partially created with procedural art:
My greeble tool applied on a base mesh (first picture):
Some possible outputs of my temple generation tool:
The temples placed in a world, temples, rocks and trees are placed procedurally, depending on the terrain.