Sea Ruins - Procedural Environment

Hello everyone!

I made this project to create a workflow with heavy Tech Art work such as tooling and proceduralism, blending my production experience with my training at TechArt Worlds. I built this environment 100% procedurally using Houdini and Substance Designer. To optimize the process, I developed custom Python tools and implemented efficient texture and shader workflows for maximum flexibility. I tried to break down the project without overexplaining; I hope you enjoy it!

Special thanks to TECHART WORLDS for expanding my knowledge and the feedback on this project. https://www.artstation.com/techartworlds

"in-game" recording

Python Tooling breakdown

Python Tooling breakdown

Once every tool was setup bringing data into UE5 was just a few clicks!

Once every tool was setup bringing data into UE5 was just a few clicks!

With HDAs creating assets is a matter of tweaking parameters!

With HDAs creating assets is a matter of tweaking parameters!

Texture packing I used

Texture packing I used

Thanks for watching!

Thanks for watching!