L-System Garden is a side project which I used to refine my workflow using Houdini's L-systems, as well as setting up HDA's within Unreal Engine 4. The main purpose was to try and produce good quality polished foliage assets in a quick and efficient manner.
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To do so, I used a workflow which created a stylized atlas sheet from realistic photos - going from photo - alchemist - photoshop - designer
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From there meshes were made in 3DS Max and used on the L-Systems within Houdini, with final presentation being in UE4.
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All HDA's can be edited and randomized within UE4 allowing for a lot of variations in leaf type, flower tpye, growth of plant, bending of stems, size of plants, position of leaf and stem etc etc.
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The project was worked on for approximately 50 hrs +/- 10, including all presentation and planning work. I feel like I reached my goal of becoming more confident with L-systems and worked with an efficient workflow to get the most out of little resources used (1 Atlas Sheet, several L-systems) and I'm looking forward to expanding my knowledge of Houdini, especially with foliage and getting it to interact with UE4 in all sorts of new ways!
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I hope you enjoy looking at the project, and feedback is very welcome as always!
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Thank you
Sequencer 01
Sequencer 02
Sequencer 03
L-System Growth Animation Examples