Tool Brick (GitHub)
Library / Codebase Intermediate
James Marland
Proposed by Jan Mróz
Visit resource ↗Description
Tool Brick is James Marland's open-source procedural LEGO pipeline for Unreal Engine. It covers LDraw ingestion, Houdini PDG stud-snapping, and in-engine placement tools for roughly 945 parts.
The repository documents an end-to-end DCC-to-engine workflow as a case study for intermediate technical artists learning procedural content pipelines.
Pairs with portfolio breakdowns and the ldraw2houdini dependency for the Houdini import stage.
Related resources
- Escape Asset Helper (GitHub)
Open-source Unreal Engine 5.6 C++ plugin for import-time asset naming, validation rules, Content Browser overlays, and optional pre-submit source control checks.
100% match · <code><tool><intermediate><library><marland><content><documentation><import> - Tool Brick - Houdini PDG and stud algorithm (breakdown)
Breakdown of Tool Brick's Houdini side: PDG batching, stud-snapping geometry, and preparing LDraw parts for Unreal import.
100% match · <code><tool><marland><import><modeling><parts><pipeline><procedural> - ldraw2houdini (GitHub)
Houdini tool to import LDraw LEGO parts - upstream dependency for the Tool Brick procedural pipeline.
100% match · <code><tool><library><import><ingestion><lego><modeling><open> - Project UMBRAE - Escape Asset Helper (breakdown)
Long-form breakdown of the Escape Asset Helper plugin: import hooks, naming, validators, editor overlays, and source-control pre-submit checks.
83% match · <code><tool><intermediate><marland><import><open><pipeline><repository> - Billions of triangles in minutes
Billions of triangles in minutes is a technical blog post by Arseny Kapoulkine on zeux.io about speeding hierarchical clustered LOD builds in meshoptimizer enough to process…
81% match · <code><content><engine><open><pipeline><repository><technical> - Introducing Mesh Terrain: Craft Large Complex Worlds | Unreal Fest Chicago 2026
Unreal Fest Chicago 2026 session introducing Mesh Terrain in Unreal Engine, a mesh-based alternative to heightfield landscapes for large worlds.
77% match · <code><tool><intermediate><content><engine><open><procedural><technical> - Automatic Landscape Tree Blending - Procedural Content Generation (PCG) - Episode 6
Automatic Landscape Tree Blending - Procedural Content Generation (PCG) - Episode 6 is a free YouTube video on the Ben Cloward channel, part of Ben Cloward's Procedural Content…
77% match · <code><tool><intermediate><content><engine><parts><procedural><technical> - Our Workflow with Blender and Godot
Our Workflow with Blender and Godot is a Blender Studio blog post by technical director Simon Thommes on the Blender-to-Godot pipeline used for the DOGWALK game. It describes a…
77% match · <code><tool><intermediate><dcc><import><pipeline><technical><workflow> - UnrealImporterRules-CPP (GitHub)
C++ reference implementation of configurable post-import validation and actions in Unreal, extended by Escape Asset Helper.
75% match · <code><library><documentation><import><pipeline><repository><github><unreal> - Kink3d GitHub - kDecals
Kink3d’s kDecals library implements deferred and forward decal projection systems for Unity with material blending and depth rejection rules. Provides runtime components and sha
75% match · <intermediate><library><import><open><pipeline><placement><repository><github> - Zalo GitHub - Math Utilities
Engine-agnostic numerics with MIT-style licensing typical of small utility repos (verify LICENSE file).
69% match · <code><intermediate><library><import><open><placement><repository><github> - meshoptimizer v1.0 GitHub
meshoptimizer v1.0 GitHub is the meshoptimizer.org release post announcing the first major 1.0 version of Arseny Kapoulkine's MIT-licensed mesh optimization library after about…
67% match · <code><intermediate><content><engine><modeling><pipeline><github> - Cyanilux GitHub - Shader Graph Variables
ShaderGraphVariables by Cyanilux provides editor tooling or samples for managing Shader Graph blackboard variables consistently across graphs - reducing magic strings and duplicate
62% match · <intermediate><library><case><import><open><repository><github> - Cyanilux GitHub - URP Grass Geometry Shader
URP_GrassGeometryShader sample implements grass blades via geometry shader stage (where supported) wired for Universal RP projects. Documents mesh generation on GPU, wind parame
62% match · <intermediate><library><import><open><pipeline><repository><github> - Cyanilux GitHub - URP Shader Code Templates
URP_ShaderCodeTemplates collects starter HLSL files matching URP pass conventions - Lit, Unlit, depth-only, and meta passes - so authors avoid blank-page errors when writing custom
62% match · <intermediate><library><import><open><pipeline><repository><github> - Cyanilux GitHub - URP Shader Graph Custom Lighting
URP_ShaderGraphCustomLighting shows how to extend Shader Graph with custom lighting models in URP - custom function nodes, includes, and keyword-aware lighting loops. Bridges Sh
62% match · <intermediate><library><import><open><pipeline><repository><github> - Kink3d GitHub - kMirrors
Kink3d’s kMirrors offers planar reflection rendering helpers for Unity - extra cameras, render textures, and shaders to fake mirrors on flat surfaces. Documents performance cost
62% match · <intermediate><library><import><open><pipeline><repository><github> - phi-lira GitHub - URP Shader Examples
UniversalShaderExamples (phi-lira) collects URP shader samples - transparent queues, fakes, and common pitfalls - with side-by-side HLSL explaining Universal Pipeline macros. Co
62% match · <intermediate><library><import><open><pipeline><repository><github> - Tellusim Core SDK - Open Source
Tellusim Core SDK - Open Source is the GitHub repository for Tellusim Core SDK, the foundational C++ layer of the Tellusim Engine for cross-platform graphics, compute, and…
62% match · <code><tool><intermediate><library><engine><open><repository><github> - Game Performance Optimization (Ben Cloward playlist)
YouTube playlist on game optimization for Unity and Unreal: budgets, CPU versus GPU triage, PIX analysis, and draw-call or shader tuning.
60% match · <intermediate><content><pipeline><technical><workflow><unreal>