I worked on the Houdini vine generation tool and created more than 20 different vine assets for the project.
I found myself enjoyed working on procedural modeling. So I learned more about it, and created a building generation tool for Unity.
Different tools to help artists work more effectively.
SD practice of building a root system material.
I learned more about how to use SP to create more complex material and to better tell the story.
NPR Hair shading and Prop shading practice in HLSL.
Averaging Normal Editor in Unity.
Learning Compute shader