The Bridge Tool is make using Houdini, and is a digital Asset that could be used in other programs. I was an idea that I could use it in the second game project "Spite The Witch God" to help level designers to build bridges.
Been playing around in Unreal Engine, creating some VFXs and matterials for fun, trying to lurn more about it
I made a houdini tool that would make a vertex color set and mark out dense areas in a mesh, the idea was to make a tool for Maya that used this, and an artist could easily select there model and with a press of a button get a color set showing them where they had a lot of geometry
Made a Spline tool in unity for Level Designers to place out the Plater Path and enemy paths, it could also be used to place out prefabs.
Features of the tool:
• Color Pick, for easy view in Editor.
• Random Scatter Value, Rotation , Scale and Offset from Spline.
• Make Loop
• Add/Remove Points
I coded an in engine tool to create a particle emitters. Instead of changing Json files, we now could load them into the Engine, change some values on the sliders, get a live update and preview of the emitter and save it again. This tool is made with C++ and uses the imgui library.
So in this project we were in a swamp, so I were going to have island. The problem we had was that we had no good way of making terrain unless an Artist sculpted it. but I wanted a way for designers to texture it as well. To solve this issue I created an HDA in Houdini that would return a mesh to the Designer that they could vertex paint on. The HDA is pretty straight forward, It takes a geometry (in our case, they used probuilder to create their Geometries),Remove everything but the top, remesh it, add noise to it, extrude, Bevel,remove unwanted geo with a blast, Add basic vertex color based on Normals and some noise to the side of the mesh. Also add a Out Paint node to that Designers could vertex paint the geometry i they wanted. To make it all work with the custom paint, I had to make an extra tool that exported all the terrain pieces that they made, but using a special tag unity I could find them and export them to our Game folder.
It was long process that I believed payed off, the Artist could focus on making props for the game, and the designers could easily change the look of an island without needing to ask anyone to make the island for them.