top of page
londonfogactualwide.png
londonfogtitle1.png
Editedshot2.png
Assets_lo.png
HighresScreenshot00065_edited.jpg

Houdini became a large part of my workflow for this project, creating procedural geometry and edge wear saved me hours and hours of time I would've spent in Zbrush. As well as allowing me to create an effect or two for my scenes.

Houdini
Smoke Simulation

For creating a smoke simulation for my chimneys, I started by creating a blank pyro sim, then slowly adding turbulences of differing sizes to create the certain wispy look of chimney smoke, while having it dissipate quickly. From there I used a built in Houdini cloud material to get a render in Karma and use that as a sequence in Unreal.

Meshkit Creation

When I started making this kit, the idea occured to me that displacing every single brick in my scene would cause me a great deal of memory usage, and would be nearly impossible to control how each wall and corner connected. So I went about making a Houdini HDA that allowed me to subdivide my geo, then mask based on my height texture, use the mountain node to physically bring out the geo of the bricks, and then polyreduce the result. I could either connect where walls and corners met manually, or use the Meshkit on a connected version of the corner and wall, so that the changed Geo matched up perfectly with eachother.

Edge Wear Boolean Tool

For many of my stone assets, I used another tool which created actual edge wear with a boolean and noise in Houdini. These served as my hi poly "sculpts" and saved me a great deal of time not having to sculpt out every little crack and cut in the stone. I then added some multicuts to my lo poly mesh, and shaped the lo to have relatively simialar edge wear, then baked it all in with Painter.

Bricks, Bricks... Bricks!!!

So much of this project is taken up by these brick tilables, and to honor that I created a dirtier and roughed up version, my base, and one without offset in Designer. Using just these three I was able to texture the bulk of my scene with very little one time textures, and a great deal of visual interest.

dirtbricks_edited.png
Londonbricks_edited.png
sidebricks_edited.png
Material1.png
Material Blends

I blended the dirtier brick texture, and the ordinary bricks to create visual interest across my scenes, and to make it look like there were dripping areas in some cases. This and all of the other brick structures in my scene don't use any displacement at all, just a lot of polyreduced geo, making it perfect for a game pipeline.

HighresScreenshot00063.png
 Stained Glass Generator

To start the base of the texture I did a simple linework of the stained glass I wanted, then the color pass, putting them in Designer.

Stained_Glass_Linework.png
Stained_Glass_co.png

I masked out the metal with the linework and different areas that would have different glass "patterns," with the color and a histogram. Voronoi and damas noises made for excellent patterns for the glass surface. And used a dirt with curvature to capture bits of dirt/dust that had settled over the years. And from there, I created more patterns of stained glass saving me a lot of time, since it only took plugging in new linework and color passes, rather than starting from scratch. Which allowed me to create an atlas to maximize texture usage.

Stained_GlassOthers_Linework.png
Stained_GlassOthers_ Color.png
image.png
{BB87E511-F8E0-42D6-A87E-ABB7BBD5311A}.png
Stained_Glass_Render.png
Stained_Glass5.png
OTHERSTAINEDGLASS.png
More Textures

ALL of the textures in this scene were created by me, either in Designer or Painter. Though most of this scene relies on tilables, some special props of course got their own substance textures. Even down to the leaves, which I sculpted, then put into painter to get proper control of my foliage.

Stonestreets.png
Woodawning.png
Wooddetails.png
Tiles.png
Birch.png
Blockout

With a scene like this, with multiple shots, window lengths, etc. I found it important to create a large kit of walls, wall slivers, windows, corners, and other details. By blocking in a lot of my kit pieces early, I saved a lot of placement time. Since all I had to do was update my kit pieces from the blockout, and Voila. They were all in the right spot, no having to move things around every time I have a new version.

bottom of page