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Mohsen

@mohsen-t.bsky.social

Technical Artist at Splash Damage

31 Followers  |  49 Following  |  15 Posts  |  Joined: 11.11.2024  |  1.8699

Latest posts by mohsen-t.bsky.social on Bluesky

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Generating mandala patterns is my next PCG experiment.
A custom HLSL node converts UVs to polar space and samples the texture.
Each pattern can also be masked using RGBA and used to scatter different static meshes based on those masks.
Still WIP, but getting close!

#UE5 #PCG #Mandala #HLSL #TechArt

22.11.2025 20:35 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Stylized Rocks A group of stylized rocks for you to use as you prefer.

Stylized Rocks
www.fab.com/listings/b25...

Robo Cannon
www.fab.com/listings/919...

27.10.2025 17:51 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Started a new challenge in my free time, a kind of devlog journey around this spider mech character.

First step, walking procedurally! It can adapt its steps, and with custom gravity, it now sticks to surfaces and walks across any angle, even rocky, uneven ones.

#UE5 #ProceduralAnimation #GameDev

27.10.2025 17:51 โ€” ๐Ÿ‘ 7    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Nanite Assemblies in UE5.7 let you reference thousands of meshes in a single Nanite StaticMesh.
I think it unlocks a new level of procedural content generation.
In this test, ~5,000 meshes became one asset, small file size, great performance!

#TechArt #PCG #UE5

15.09.2025 18:42 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I wrote a brief document about the tool, which you can find here:
github.com/proceduralit...

Download links on Fab & GitHub:
github.com/proceduralit...
www.fab.com/listings/777...

I hope itโ€™s useful for anyone exploring procedural workflows in Unreal Engine!

#UE5 #PCG #TechArt #Gamedev

09.09.2025 12:33 โ€” ๐Ÿ‘ 20    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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GitHub - proceduralit/PCGExperiments: A collection of Unreal Engine experiments exploring Procedural Content Generation techniques using PCG graphs and custom tools. A collection of Unreal Engine experiments exploring Procedural Content Generation techniques using PCG graphs and custom tools. - proceduralit/PCGExperiments

This is just a simple test, nothing advanced, more of a first look to understand how it works. Iโ€™ve shared the project on GitHub in case anyone else wants to try it out or build on it.

github.com/proceduralit...

28.07.2025 19:07 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Iโ€™ve been playing around with the new GPU Texture node in Unreal Engineโ€™s PCG system. It lets you sample texture data on the GPU. Super handy and full of potential!

#UE5 #PCG #HLSL #GPU #TechArt

28.07.2025 19:07 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I first calculated the edge of the previous book.
Then used a sphere-line intersection algorithm to find a hit point.
Finally, I measured the angle between the initial upright state and that hit point.
The final transform applies a rotation around a dynamic pivot point based on the lean direction.

30.06.2025 18:31 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Procedurally generating a row of books in Unreal Engine using PCG is fairly straightforward, but handling gaps and calculating lean angles was a fun challenge I explored in my free time.

Books 3D Model:
www.cgtrader.com/free-3d-mode...

30.06.2025 18:31 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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New update of my StatWatch plugin!

Updates:
- ShowFlag commands to toggle the visibility of specific rendering features
- Custom input commands for fine-tuning engine settings
- Color-coded buttons for better usability

Still a work in progress but getting closer to something solid!

#UE5 #Tech-Art

12.05.2025 13:15 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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New update on my WIP Ivy Generator

Using Geometry Scripting in Unreal, I saved branch length and spawn time into a new UV channel during StaticMesh export.
Then used that data in a custom shader to animate ivy growth over time.

#UE5 #PCG #GeometryScripting #TechnicalArt #Shader

21.04.2025 15:26 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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StatWatch is a Centralized Command Hub for Performance Analysis.
So far, I've built a library of commonly used STATs, but I already have more ideas in the pipeline.
It's fully data-driven, so users can easily add, manage, or categorize commands without touching the code or blueprint.

#UE5 #Tech-Art

07.04.2025 16:35 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Added some new features to my UE Ivy Generator:
Sub-branch generation for more natural growth
Size filtering to remove short branches
Merge & export to save ivy as a new static mesh

Still a work in progress, but getting closer!

#UE5 #PCG #Procedural #Techart

03.03.2025 17:12 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Modeling organic branching structures with the space colonization algorithm and JavaScript Learn how you can procedurally generate realistic branches, vines, veins, roots, and other branching structures from nature using codel

Some resources that helped me along the way:
medium.com/@jason.webb/...

algorithmicbotany.org/papers/colon...

04.01.2025 14:41 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Implementing the Space Colonization Algorithm in Unreal Engine PCG has been an exciting challenge to tackle in my free time.
PCG generates the branch points, which are then sent to a blueprint to create branch meshes using spline mesh.

#UE5 #PCG #ProceduralArt #TechArt

04.01.2025 14:41 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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