Civilization 7 - Houdini Tools and Process

process for the large edge of the world vista pieces

kit-bashing optimization and boolean cleanup

Blending model normals to terrain normals at model intersection points to create a more seamless transition

Blending model normals to terrain normals at model intersection points to create a more seamless transition

packing ice shelves into the space between curves

A tool for iterating on branch shapes quickly without worrying about uvs. Inside the HDA I'm raying a simple leaf shape towards the convex hull of each branch. Each card is oriented correctly on the origin regardless of uv layout.

different color flowers distributed by noise, decal placement along terrain flow lines using the chain node and 2D straight skeleton.

Using task operators (TOPs) to evaluate jungle spawn rate on tropical river tiles. Mocking up in-game spawn conditions in Houdini to visualize thousands of results.

Boulder kit was re-purposed and processed to make a limestone rock kit.

I created the trim to curve tool to reduce manual editing of trim pieces to fit around buildings and walkways. Behind the scenes, it's extending the trim along and past each line segment, cutting the ends off at an angle and fusing the result.

Building destruction tool. Wasn't able to use it in production but still happy with it! Took inspiration from Anders Schei's homewrecker Artstation post. https://aschei.artstation.com/projects/GXylkd

Building destruction tool parameters. Buildings for Civilization 7 have no interiors and are not watertight. It was challenging to destroy something made of loose pieces and create a "slice" of an interior as well.

Timelapse, showing the stability of the boolean operation.