Mohsen
mohsen-t.bsky.social
Mohsen
@mohsen-t.bsky.social
Technical Artist at Splash Damage
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
November 22, 2025 at 8:35 PM
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
October 27, 2025 at 5:51 PM
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
September 15, 2025 at 6:43 PM
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 it’s useful for anyone exploring procedural workflows in Unreal Engine!

#UE5 #PCG #TechArt #Gamedev
September 9, 2025 at 12:33 PM
I’ve been playing around with the new GPU Texture node in Unreal Engine’s PCG system. It lets you sample texture data on the GPU. Super handy and full of potential!

#UE5 #PCG #HLSL #GPU #TechArt
July 28, 2025 at 7:07 PM
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...
June 30, 2025 at 6:31 PM
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
May 12, 2025 at 1:15 PM
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
April 21, 2025 at 3:27 PM
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
April 7, 2025 at 4:35 PM
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
March 3, 2025 at 5:12 PM
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
January 4, 2025 at 2:41 PM