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TOTAL DURATION: 1h 39m 53s

Building on the Ruins series, this tutorial focuses on creating detailed procedural flesh tools that blend with your scene. Across six chapters, we’ll develop tools in Houdini to craft organic, fleshy structures that add a disturbing layer of detail to your environments in Unreal.

Learn more about the Project GROT tech demo.

Explore this series on advanced flesh tools with Houdini. Discover the goals and techniques for creating tools that add detailed, organic elements to your Unreal Engine environments.
Dive into the core logic of the flesh tools. Use hand drawn splines to spawn placeholder rocks, and use raycasting to shoot curves in our scenes that will become flesh later on.
Integrate the edge bundling algorithm into the flesh tool. This fascinating technique clusters curves based on their proximity, adding a natural, organic structure to the procedural flesh.
Refine the tool by replacing placeholder rocks with concrete pieces and adjusting the flesh placement logic.
Explore how to apply vertex color masks to the flesh tools. These masks will guide Unreal Engine shaders on where to apply textures, similar to using masks in Photoshop.
Turn the flesh tool into a Houdini Digital Asset (HDA) and bring it into Unreal.
Repurpose elements from the flesh cluster tool to create a new, standalone Flesh Webs tool which will cover specific areas in flesh, adding a final layer of detail to the environment.

CREATED BY

jooleanboolean
JOOLEANBOOLEAN

Technical Artist @ Cloud Imperium Games

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COMMENTS

  • ZSARLMHON_0822 3 months, 2 weeks ago  | 

    The final product looks so cool, and the file can be easily modified to get some spider webs and other sticky webby products. Thanks a lot for the tutorial!

    • jooleanboolean 2 months, 1 week ago  | 

      Thank you very much! And yes, I noticed that too, I love seeing what people ended up making with the flesh tech.

    • g_kartal 2 months, 2 weeks ago  | 

      Really cool Project and versatile. Would be great to see the Workflow for the Bridges as well.

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