Houdini 18 - Procedural Prop Modeling - Chinese Knife
What you'll learn
- The Basics of Procedural Modeling
- The Basics of Procedural UV's
- How to Create Low and High Res meshes in Houdini
- How to Export from Houdini
- Setting up a Substance Painter Project
- How to Texture with Substance Painter 2019
- How to set up a scene in Unity 2019
- How to Match the Look of Painter in Unity
Requirements
- No prior Knowledge of Houdini is required
- Basic Understanding of the Unity User Interface
- Basic Understanding of the Substance Painter User Interface
Description
In this next Indie-Pixel Mini-Course we will walk through the entire process of creating a Chinese Knife prop for your game development projects. You will be taken through each step of the process from procedural modeling in Houdini, to texturing in Substance Painter, then finally setting up the the prop in a Unity scene.
You also get a complete guide to the Basics of Houdini's User Interface, as a bonus, so if you are completely new to Houdini, you can get up to speed quickly and learn how to navigate the Houdini 3D application.
What you Get:
Complete Houdini Project
Over 4 Hours of Video Training in 1080P
If you are new to Procedural Modeling or Procedural content creation for games, and want to jump start your learning in Houdini, then this course is perfect for you!
Who this course is for:
- Beginner Houdini Aritsts
- Beginner Game Level / Prop Artist
- Anyone interested in Learning Procedural Workflows
Instructor
I began this whole journey through art. When in high school I developed a
very strong interest in drawing and 2D animation. From there I began
to get enveloped into the work of 3D. After Graduating High school I
attended the Art Institute of Seattle. There I gained my AA degree in
Computer animation. I interned at Surreal Software, then moved onto
working on the very first version of Xbox at Microsoft. I worked on NFL
fever 2000, NHL Rivals 2002, and Inside Drive. From there I have worked
at Activision, again at Microsoft, my own companies Creative TD and
Ozone Interactive, and am now exploring Interactive Arts experiences at Indie Pixel. There have been many things
along the way but my love is in 3D, real-time arts, shaders, procedural
content creation, math, modeling, texturing, and helping others through
teaching.