To aid my freelance work and speed up art asset creation I created a mesh processor for Houdini: It takes almost any kind of mesh and prepares it for texturing in Substance Painter and ingame use. The system takes care of simplification, UV layout, the duplication of repeating elements and baking. Both poly reduction and UV generation is influenced by importance settings to keep details where they matter the most.
This tool is not meant for hero objects which are probably better off with human love and care. Rather, it’s aimed at cases where we need a “good enough” result quickly, like rapid prototyping or background assets.
I’m standing on the shoulders of giants as I’m using many nodes from the excellent SideFX Labs. Many thanks to SideFX, and especially to Luiz Kruel and Paul Ambrosiussen for their support.