Asset Checker | Maya & Houdini Pipeline plugin
Python Pyside6 | Maya 2026 | Houdini 20.5.332
· Multi-DCC support (Maya / Houdini)
· Automated model validation with CSV Rules (Naming / Polycount / UV / Attributes checks)
· Custom PySide UI panel with asset list
· Double-click locate function
· Real-time feedback & error highlighting for quick fix
Procedural Pagoda Generator | Houdini Digital Asset
Houdini | Procedual generation
· Research: Collected and analyzed Chinese traditional pavilion architecture references
· Design: Translated stylistic variation into controllable parameters (Tilt, etc.)
· Interface Design: User-friendly parameter UI with grouped sections
· Implementation: Fully built HDA using VEX Wrangle + procedural SOP network
Material authoring | Procedual Material Library
Substance Designer | Marmoset toolbag | Procedual texture
· Built using a fully node-based workflow in SD with clean, modular graph organization
· Exported PBR texture maps and optimized for real-time pipelines
· Rendered in Marmoset Toolbag using calibrated lighting setup
Blender Alignment Tool | Python(bpy)
Python Addon | Blender
· Object alignment, distribution, and curve-based placement directly inside Blender
· Supports origin / bounding-box alignment with min / center / max modes
· Flip direction & optional tangent orientation for spline placement
· Integrated as a clean N-panel UI
· Speeds up level layout and prop placement in production workflows
Smooth Outline Tool | C# with Unity
[Interface] Average vertex normals
[Interface] Write into the selected UV channel
Unity C# | Scripting tools
· Compute averaged vertex normals for smoother outline rendering
· Write baked normals into a chosen UV channel
· One-click Save Mesh, auto-assigns new asset back to the object
· Built with a custom Editor interface for clear parameter control
· Designed for URP outline shaders using stored normals for stable silhouette drawing
Real-time Tessellation Tool
[Game Window]
[Wireframe Debug View | Game Window]
[Distance-related tessellation variable factors]
Unity URP17 | Shader creation
· Real-time Radius-based adaptive tessellation, with variable factors (higher density near center)
· Render texture-driven heightmap displacement and falloff blending
· Wireframe debug view mode to visualize tessellation density in real time
· Designed for interactive terrain response such as snow, sand, or impact surfaces