Long Gone - Unreal 5 Foliage Technical Art Showcase

For this project I took a deep dive in procedural foliage workflows for Unreal Engine, with a large focus on Houdini's procedural content generation and how it interacts with Unreal's built in tools.

All 3D assets were either megascans, asset packs, or from the fab store.

Volume based foliage spawning based on provided foliage assets

Trees utilized for the models, left being made in Tree It and the right being samples provided by the program

Trees utilized for the models, left being made in Tree It and the right being samples provided by the program

A clip of the vines 'growing' through the logic

A clip of the vines 'growing' through the logic

Walk through of some of the Houdini settings within Unreal, allowing for procedural spawning to provided meshes

Mater material settings for Environment Artist and Level Design usage

References - The environment was inspired by West Elizabeth in Red Dead Redemption 2

References - The environment was inspired by West Elizabeth in Red Dead Redemption 2