Procedural Modelling

Suspension Bridge: Houdini Digital Asset (HDA) to generate a versatile suspension bridge based off of a user-defined curve. HDA includes a myriad of parameters to define towers, deck, frame, cables, and foundation that is responsive to terrain contour.

Transmission Towers: HDA to generate a linked series of towers based off of a user-defined curve. HDA includes a nested HDA for each individual tower, cable system using a Vellum solver, and a foundation responsive to terrain contours.

Storage Case: Procedural model configured into variations with different accessories. HDA accessible via Houdini Engine in Unity/UE4. Weapon and accessories in the scene were from my previous project (https://www.artstation.com/artwork/v1JQmY).

Exterior Walkway: Documentation of a small HDA built in Houdini and linked to Megascans assets for use in UE4 via Houdini Engine. Parameter controls configured for curve-managed customization.

Hangar Bay: Exploration of Houdini to generate a hangar bay through procedural modelling that can be controlled to define various configurations. The HDA is intended to be transitioned to UE4 via the Houdini Engine for game environment use.

Asset generation through procedural modelling that can be configured into flexible variations. The Houdini digital assets (HDAs) can be integrated through Houdini Engine for procedural control in Unity and Unreal Engine. These case studies are further detailed at the following link: https://proceduralarchitecture.com/