This project was created as a collaboration between myself and my friend, Rachel Lin. We created her as a joint effort to realise our 2D character designs in a 3D environment. We have documented our creation process for all aspects of the final showcase on our Github page. This project features 3D modelling, procedural tools for both the textures and for the attachments, and a procedurally created environment and effects. We learned much from creating this project from scratch, and we sincerely hope to be able to expand on our newly learned skills in the future.
Concept art that we are referencing. We were inspired by traditional Chinese clothing combined with fantastical elements.
Original design by Jackie Li.
One of the core components of the character's final render was the scattered ginkgo leaves on her dress. Therefore, I developed a procedural ginkgo branch tool in Houdini that can generated branches of various density and length, as well as scatter ginkgo leaves on a portion of the branches.
To the left is a photo of one of the versions of the final branching tool that we would customise to place on the dress.
Since this tool would essentially be growing off of the dress mesh, I decided to make the input of this tool to be a resampled curve that I connected from a group of points on the hem of the dress. After processing the points on the curve, I then use a sampler to grow layers of branches off of the main curve, as shown by the image to the right. The user is able to change the amount of branches growing per layer, as well as the amount of leaves that will grow on each branch.
Below is a video showcasing all of the features of the procedural tool.
Another major feature that I implemented was the particle simulation that would be attached to the character's dress to give the illusion that ginkgo leaves were flowing out from it. I implemented this in Unreal using a custom particle asset, and UE 5's Niagara particle system.
Below is a video showcasing the particle system that was created.
In addition to the above two features, I also generated some procedural trees for the background, and set up the Unreal Environment for rendering.