Building Generator WIP

Task Description

This project is a procedural building generator that uses modular components within Unreal Engine. I set up a point-based instancing system in Houdini to position building pieces, created high- and low-poly models in Blender, and textured them in Substance Painter. The setup, saved as a Houdini digital asset (.hda), imports into Unreal Engine, allowing quick toggling between high-quality and internally generated geometry as needed.

Process Overview

In Houdini, I created a procedural system to place modular building parts accurately. High- and low-poly models were designed in Blender, then textured in Substance Painter. The .hda asset allows for easy building assembly and control in Unreal, with options for varying detail levels based on project requirements.

Challenges

The main challenge was ensuring that assets, materials, and textures connected smoothly across Houdini and Unreal Engine, as each software handles relative references differently.

Tools Used

- Houdini: Generated procedural layout and exported as .hda for Unreal.
- Blender: Modeled modular building pieces in high- and low-poly.
- Substance Painter: Procedurally textured each component and baked HP to LP.
- Unreal Engine: Imported the .hda asset, enabling flexible geometry quality control.