Houdini Procedural Bridge
In this Houdini project I approached the creation of a tool for procedurally generating wood bridge game models based on the input meshes.
The concept of the tool is based on the bridge breakdown made by sidefx for the project skylark. While some functional capabilities are based on this breakdown, the core logic has been refactored and modified to adapt for some expanded new features and capabilities.
The main priorities were the adaptability and flexibility allowing to be used in a different variety of use case scenarios. The objective was to build a tool that was ready out outside the box while maintaining the benefit of being able to be customized based on user's necessities.
The environment used for the demo is Hemlock Forest from Leartes.
The tool has been then built into a Houdini Digital Asset (HDA) to be used inside Unreal Engine or Unity (or any DCC that supports Houdini Engine).
Software used
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SideFX Houdini
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Autodesk Maya
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Unreal Engine
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Substance Designer & Painter
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