
Learn procedural game asset creation in Houdini using a texture atlas shuffler and geometry tools to build staircases and fire escapes, with parameter-driven updates to UVs and materials for Unity.
Learn how to build reusable, procedurally generated game assets in Houdini for Unity, with fast iteration, a consistent art style, and built-in randomization.
Install Disney digital asset in Houdini by placing it in the hdi folder and installing from the asset library; copy texture maps and create a building footprint with grid snapping.
this lecture covers common houdini nodes such as add, up, and attribute wrangle, and demonstrates using point expressions, point functions, and group range to build procedural geometry.
Use the uv shuffle tool to map each primitive to a random cell in a 5x5 texture atlas, enabling variety via a range node.
Use a wrangle to shuffle uvs for each primitive in Houdini, seeding randomness with the iteration detail and mapping to a five-by-five atlas with fit and rent to integers.
Apply the UV shuffle tool to drive a UV transform, placing primitives in UV space and tuning atlas size, grid, seed, and scale for varied, coherent textures.
Use the uv shuffle tool on reef textures, mapping base color, roughness, and normal maps from Substance Designer to Unity, and create variations with uv transform and a seed.
Design a drainpipe asset in Houdini using a curve workflow, orient normals toward the wall with cross products, and reveal asset distance controls for placement.
Build a drainpipe asset in houdini by tracing a wall curve, generating a single primitive, extracting points, and copying geometry along the outline with caps and a sweep-based cross-section.
Demonstrates building a procedural drainpipe with wall clamps in Houdini, using circle geometry, VEX wrangles, and a curve to extrude geometry driven by a peak parameter.
Create a drainpipe asset by sweeping geometry along a base curve, using primitives and joints, then distribute clamps with sampling and point groups for a modular pipe system.
Create a drainpipe asset in Houdini by assigning unique uv coordinates and applying uv shuffle for texture variation. Employ procedural unwraps, sweeps, clamps, and shading to deliver clean, repeatable results.
Create a configurable drainpipe digital asset in Houdini, promoting parameters for length, peak, position, and clamps, and test it in Unity to enable infinite variation for level design.
Build a procedural staircase asset in Houdini for reusable levels, import into Unity via the Houdini Engine, and adjust width, handrails, uprights, scale, and UV coordinates.
Create a Houdini staircase asset by building a base line from two points, applying skin, bevel, and extrude, then add uprights with a sweep and plan UVs and a handrail.
Learn to build a handrail for a staircase in Houdini by drawing a curve, beveling joints, and copying geometry to the top and bottom uprights.
Position the handrail in Houdini with a transform node, linking translate y to the uprights. Merge the side panels, uprights, and handrail, then prep for UVs and packaging.
Process a curve into a staircase using breakpoints and for each primitive, then use wrangle and point expressions to align points and build a modular game asset.
Create a procedural staircase asset in Houdini by duplicating rails and treads across a width line, using copy to points and expression-driven primitive counts, with future UVs and collision volumes.
Learn to apply procedural uv coordinates to a staircase asset, using unrolled curves, arc-length based uv mapping, and sweeps for treads and handrails to produce distortion-free texture maps.
Generate neat uv coordinates for a staircase asset in Houdini using for each connected piece, uv transforms, and uv layout to produce procedural tiled textures for game engines.
Create a low-poly collision mesh for the staircase asset in Houdini, assign groups and materials, and export to Unity via Houdini Engine for accurate collision and build-mode use.
Package the staircase as a reusable Houdini digital asset by collapsing geometry into a subnet, exposing build mode, top edge, width, uprights, and a collision switch.
Learn how to build a procedural fire escape asset in Houdini with a parameter-driven build mode that exports to Unity via Houdini Engine, including width, height, uprights, and top-level attachments.
Design a fire escape asset in Houdini by building a base curve with points and using for-each loops, group by range, and copy to points to expand floors and handrails.
Using Houdini, build a top landing platform for the fire escape with a procedural wrangle and vex workflow, adding points, primitives, and adjustable end-point parameters.
Shape the fire escape outer edge with a sweep node along a line, align to the base curve, and fix geometry using transform, attribute wrangle, and added vertices.
Split the base curve into upright and along sections using for-each loops, create geometry groups, and prepare primitives for stairs and soft floors ready to extrude in houdini.
Advance the fire escape asset by tidying the node network and generating geometry for steps and platforms from a base curve with sweep, skin, and poly extrude.
Sweep a grid along base curves to form the fire escape's side trim and uprights, close edges with poly cap, and build a handrail system for each primitive.
Create a top-aligned handrail system for a fire escape using Houdini's sweep on curves, add uprights, end caps, bevels, and for-each processing to refine geometry.
Create a procedural fire escape handrail trim in Houdini using a for-each loop, point manipulation, wrangles, and copy to points, with normals and snap refinements.
Apply quick UV mapping techniques with a UV shuffle tool to create varied coordinates on a procedural Houdini asset, while using reverse normals and a normal SOP to verify geometry.
Learn to generate clean UV coordinates for a fire escape asset in Houdini by using for-each loops, UV unwrap, UV layout, grid tiling, and perimeter-based scaling.
Finalize UV coordinates and build a two-material fire escape asset in Houdini, with dark metal and orange painted metal, then package the digital asset with collision geometry for Unity.
Create the fire escape collision geometry in Houdini, driven by parameters for Unity via the Houdini engine. Build a digital asset from the node network with simple parameterization.
Build a fire escape asset in Houdini, using a build mode toggle and placement handles, and configure floor height, top floor offset, width, and uprights for Unity export.
Learn to create a series of procedural game ready assets in Houdini. This quirky selection of assets is supplementary to Game Asset Creation Season 02 available here on Udemy to create a library of procedural game assets to make varied level / world generation quick and fun. Think of this collection as the 'deleted scenes' of Season 02!
This course assumes a basic understanding of the core Houdini workflow (ideally you would have completed Game Asset Creation with Houdini Season 02 - although not essential). Assets provided include completed Digital Assets and texture maps, and every step is covered in detail.
In combination with my other courses you will have a procedural library of game ready environment assets ready to deploy in Unity with parametric control creating a near infinite variety using Houdini and Houdini Engine.
Think Procedural!