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I explored procedural art by learning to program and work in Houdini, a procedural design tool that merges art and math. Due to its node-based workflow, the creative process and the results are always visible alongside each other which is a key factor in designing to get continuous visual feedback
My plan was to make an epic science-fiction environment from procedurally generated models and then get it destroyed by an animated robot inside Houdini. First of all, I wanted to get better at dealing with large-scale shots and working with different materials like metal, wires, concrete, etc., plus I love destruction FX. With any project, I always try both to improve the current skills I have and also learn some new tools along the way. A cool portfolio piece is a bonus! My main inspiration is definitely the concept art of Jakub Rebelka. Additionally, I randomly stumbled upon photos of residential buildings in Hong Kong and just fell in love with those kinds of structures.
To build a completely procedural structure you should understand the hierarchy of the structural elements. Then, within each element, there could be changeable parameters that allow getting unique shapes. For example, changing the seed value can affect how other elements are assembled in relation to the main part. Here, I find Vornonoi clustering method the simplest to use.
Apart from the decorations around the platform, you also have different pieces of additional platforms? What is the logic behind this? How does it work? Can you explain this a little bit to us?
in almost all sci-fi space ships or station they use random paneling on the hull to create a sense of scale and add detail to what would be a very plain and simple object. The easiest way to model that stuff procedurally I've also use multiple layer of voronoi cluster
After modeling key element I start thinking of how I can place it in a procedural way with relation of main piece so for air conditioner I do some mathimatical calculation based on bounding box of the building and coding using vex to put air conditioner beside windows and computing the size of it relative to width and height of main structure and the most complicated part I was encountered with placing objects the nature of main structure are varying and it's so hard to prevent objects from moving out of the bounding box so I've used vex also to solve this problem and for loop and compute the width and height of each side
based on main structure piece I used houdini primitive node to convert Ceil and ground of main piece to lines and then I create a new line between those that I created from ground and Ceil , the next step is skin those lines and making a curved bridge between pipes to look smoother
Creating materials is a fun part for me. Especially since Substance Source makes so many things very simple and effective. I use substance desginer Substance Source and mostly for things like scifi panels , metal ceil and grond, etc. and Substance Painter for special objects only (when I need to create a really special look) like air conditioner I like to use base images from cgtextures.com and play around with them, make them tileable and seamless. For this project , I didn't work too much on uv , I've depend on houdini un wrap node , In general, I prefer using tileable textures for scenes like that since it saves A LOT of time. Especially when you create multiple shaders with the same textures but use them differently
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