Procedural Forest Environment

Everything outside of the texture is fully procedural generated or modeled. The trees and towers were created procedurally and defined parametrically to fit within the environment. The terrain was created in Unity, then brought into Houdini as a height field so I could generate custom splat maps to define the place of terrain textures.

HDRP made this a little more troublesome than I was expecting, I think I'm going to try again in Unreal 5. I think the trees here look pretty bare, mostly due to trying to get the high poly tree from Houdini down to a game-ready level, I definitely want to see what Nanite does with a forest of unique trees with polycounts over 1 million!

Date
September 3, 2021