Work / BA: Gideon / Procedural Buildings

My workflow for quickly generating different buildings in the Unreal Engine using Epic's own blueprints could not be transferred to Unity or reproduced in real time.

A shader, which transfers the world position of the vertices in UV coordinates to enable a modular, tileless building style, could be ported with the Amplify Shader Editor.

A tool, which instantiates modular building parts along a grid at a curve, I could create in Houdini. Many parameters could be enabled there, allowing almost complete editing in the game engine.