The goal was to make an optimised game-ready asset for howest DAE.
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I ended up with an interactive IK-rigged robot arm, that sculpts out pots using blend shapes and splines.
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The pots are generated using Houdini and the robot arm adapts it's animation to follow the sillhouette, selling the illusion that it really can sculpt any shape you want.
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For this project I did everything myself. I started designing a pipeline and workflow.
Afterwards I did everything from concepting to modelling, texturing and presenting, right up untill the end result. Only the background assets used to present uses third party assets. (mainly Megascans)
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For this I mainly used Blender, Maya (for rigging), Substance Painter and Unreal Engine 5, together with Houdini for the procedural pottery system. (Photoshop, Substance Designer and Davinci Resolve were used in lesser means)
Please turn on audio.
The Sculpt-o-Matic can sculpt out multiple types of pots. Animations change dynamically
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Pottery System Explanation
Real-Time Demonstration. (3 minutes of ambient pottery sculpting)