Project Borealis Hair Grooms and Snow Generator

Project Borealis is a fan-made game based on the Half-Life 2: Episode 3 outline by Marc Laidlaw.

https://projectborealis.com/

I had the opportunity of joining this project and during my time there I was tasked with creating a groom for Alyx as well as a male zombie NPC. The process started in Houdini where I created an automated card and texture generator, and transfered to Cinema4D where I wrote several python scripts to allow me to set up the groom using splines in an artist friendly manner.

It was very important to maintain the same silhouette as the original Alyx model while keeping modest polygon counts. The Alyx groom is about ~14000 tris while the zombie groom is about ~6000 tris. While the images here show lighter hair, the material setup allowed for adjusting it as well as using vertex maps to control dye color, and blood in the case of the zombie.

Viewed in UE4

Viewed in UE4

~14000 tris. Friendly spline based grooming.

~14000 tris. Friendly spline based grooming.

~6000 triangles

~6000 triangles

Overview of houdini hair creation. Created art directable clumps

Overview of houdini hair creation. Created art directable clumps

Automatically layout clumps

Automatically layout clumps

Generate fitted hair cards with UVs and textures for ID/ramps etc.

Generate fitted hair cards with UVs and textures for ID/ramps etc.

Generated meshes inside early build of Ravenholm.

Generated meshes inside early build of Ravenholm.

Created an HDA for building snow generation. This allowed exporting an FBX of an entire level into Houdini and automatically generating snow on roof areas.

Created an HDA for building snow generation. This allowed exporting an FBX of an entire level into Houdini and automatically generating snow on roof areas.

Parameters can be tweaked such as coverage.

Parameters can be tweaked such as coverage.