Website powered by

Procedural Scifi Crate

I wanted to spin up a but with Houdini while working through Joy of Vex with a little self-guided project. I pulled out one of the first models I ever made end-to-end and did my best to recreate it using fully procedural modeling. While I explored trim texturing (and use the technique a bit with the decals) I chose to tackle it like a traditional game asset, making both the high and low poly versions in a single graph. The low branches off to get UVs in one path and high poly gets sub-d and mat ID colors in another. Both get handed off to substance painter, where the texture is also smart material based.

Meshes were baked at 2k each, decal sheet at 1k. Meshes range from 1.5k-2.5k tris

Fina render in Marmoset with some baked down variants

Fina render in Marmoset with some baked down variants

Houdini node graph

Reference, High, Low, and bake preview

Reference, High, Low, and bake preview

Running through some of the parameterized elements

Running through some of the parameterized elements

Texturing in substance painter

Texturing in substance painter