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Beauty Kit Procedural Generator

Using Houdini, I created a system that allows you to create beauty products ranging from different types of lipstick, blush, and mascara. This system creates geometry and modifies them depending on what the user selects in the interface. Some examples of modifiable features are: height, width, lipstick bullet retraction, whether or not a product has its cap on or off, container shapes, etc. In addition to modelling geometry, the system is able to do basic UV mapping after creating a model. Please view the video below the renders to see a demonstration.

For the images below, I exported variations of beauty products from Houdini, textured them with Substance Painter, and finally rendered them with Marmoset Toolbag.

Procedural Floating Island

Created a floating island with a monolith centerpiece using Houdini FX. The monolith, rocks, island shape, etc. are customizable. The particle system and turntable render are done in Unreal Engine 5.

Storefront Procedural Generator

I created a Python script to procedurally generate buildings in Maya. This script allows the user to control the final result using a GUI (graphical user interface).

GUI Mockup vs. Actual

The first image below is a mockup I created using Adobe Illustrator to demonstrate how the GUI of the application should look. I decided that using sliders to adjust each component’s values would be more appropriate so that users cannot put invalid inputs into the script. I then created an actual GUI controller in Maya.

High Level Objectives

  • Graphical user interface to act as controller to generate the buildings

  • Allow customization of roof, door, window styles

  • Enable the presence of a chimney, or additional roof modules

  • Adjust the number of levels for the building

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