Production

It all started as texture/shader playground with heavy emphasis on using displacement maps and vertex paint blending. I always seemed to be focused on creating assets that blend together well. It turned out unusable with what I wanted achieve, because I did have to modify displacement shader in engine to get desired fidelity. My PC just couldn’t handle it. So I chose more traditional approach with hi to low poly baking. Since I’ve wanted to minimize time needed for creation of low poly models and UVvs and focus on fun part – high poly modeling, I chose Houdini with its highly procedural workflows.