
Lets do a quick introduction of all the topics we are going to be covering in this course from Indie-Pixel!
In this lecture we are going to take a quick look at the final result when you take this course.
Explore Houdini's display options, from geometry display modes and hotkeys to grid, camera lock, lighting, materials, and visualization tools, to optimize your procedural prop modeling workflow.
Customize your Houdini desktop by arranging panes, hiding shelves, and saving named layouts; switch between desktops for different workflows, using the geometry spreadsheet and Python scripting.
Explore Houdini contexts, including SOP geometry, COP compositing, CHOP channel operators, SHOP shaders, stage USD workflows, ROP rendering, and PDG for procedural dependencies.
Explore the Houdini 18 user interface basics, navigate the seeing view, network editor, and parameter editor, customize the user interface, and install the side effects labs shelf for enhanced workflow.
Lets do a quick overview of what we are going to cover in this section. If you havent already installed the Side FX Labs Toolkit, then please see the video "Installing the Side FX Labs Toolkit" video in Section 2.
Lets start creating the handle for our knife. This is the first part of that process as we want to walk through and talk about what each node does in the process.
Review the basics of node-based modeling in houdini, wire geometry from node to node, and establish procedural relationships; add details with the boolean node, then create the handle.
Procedurally model the blade, starting from a box, sizing with the box function, extruding by normals, grouping, and fusing for a clean blade.
Set up blade and handle groups, simplify the scene, convert the low-res knife into a high-res blade using voxel mesh and polycarve, and optimize bounding box settings for baking.
In Houdini 18, procedural prop modeling, assign vertex colors to aid masking in Substance Painter: red blade, green handle, blue metal, and prepare meshes for i.d. map bake and export.
Apply wood material to the handle and a darker metal cap, then refine UVs with try planer and rotate textures for alignment. Mask with color selection and IDs.
Add a stencil detail to a knife prop by importing a symbol, applying a stencil mask, and adjusting roughness and height for a burned-in aged look.
Export all textures from the project as 2k targa textures with alpha channel for Unity five standard metallic materials, including roughness and transparency.
Import models and textures, set up lighting using an HDR from Substance Painter, configure materials, and enable post-processing and GPU-accelerated baking in Unity for a cohesive one to one look.
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!