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Technical demos that I had the fun in exploring and will be applying in my workflows.

Auto rock noise generator.

Sculpting rocks by hand can eat up a huge chunk of time so I dove into Houdini’s geometry displacement nodes with noise texture parameters for a quick and good generic rock result.

RGB mask workflow.

Assets that are mainly textured with tilling textures/trimsheets, to add a more unique detail/feel, I create a second UV channel where the baked normals, AO, and RGB mask will be applied in Unreal Engine.