This project presents an alteration to an already existing method presented for generating crack patterns on surface meshes. This original method creates identifiably realistic crack patterns
A realtime procedural creature generation system built in Unity. The aim was to create a more open ended generation system than had existed previously. A base body is created using free form deformation, it is rigged and skinned automatically. Limbs are then attached to create one of three creature types swimming, flying or walking. Animations are all driven procedurally and adapt to the creature generated.
Based on the SIGGRAPH paper "Synthetic Silviculture - Multi-scale Modeling of Plant Ecosystems" I created a plant-growth visualiser in Unreal Engine 4 (UE4) using C++ and Blueprints. This could then be extended in the future to implement a fully interactive forest generation tool that can be used in any UE4 project.