An overview of the procedurally generated forest in Sleepy Sun Studio’s short animated film, Evergrowth.
My team, Sleepy Sun Studio, produced this short animated film at Drexel University, Westphal College of Media Arts & Design as our senior thesis project.
As Lead Environment Artist, I was tasked with creating a large, stylized environment that could transform from a desolate, dark woodland into a hopeful, brighter forest throughout the story.
I prioritized using procedural generation throughout the project given the time and resources I had.
Using Houdini, I was able to create tree models using program’s intuitive node system. This was an efficient method to create a large diversity of models just from changing a few variables.
I made UV and cleanup adjustments in Maya before painting them in Substance Painter, using textures I had procedurally generated in Substance Designer as a base.
The models and textures were imported into Unreal Engine 5 and the assets were laid out using Procedural Foliage Spawners to populate most of the scenes.
Below is the dark, dreary forest next to its vibrant, lively counterpart.
The effect of leaf movement was achieved using Unreal Engine’s animated textures, moving the leaf texture on the cards .