
Learn to build a skate ramp procedurally in Houdini 18, set up projects in Houdini, Unity, and Unreal, and texture with Clipsal mixer 20/20, establishing a solid development workflow.
Discover the requirements for Houdini 18 procedural prop modeling of a skate ramp, including Houdini indie or Houdini apprentice, Unity or Unreal, and an epic account for megascans textures.
Set up a Houdini project with a clear folder structure, create Geo and Texts folders, configure the project path, and save the scene as skate park ramp (quarter pipe).
Set up a Unity project for a skate park, select a render pipeline, create necessary folders and a skate park dev scene, and install post-processing and Amplify Shader Ed.
Create a new Unreal project in the Epic Games Launcher, select Blueprint blank, set up IP skatepark folders (objects, levels), and add a post-processing volume with infinite extent.
Review the section’s requirements, install the side effects labs shelf with Houdini, and set up a Houdini project with Unity or real workflows before starting the skate ramp build.
Explore the Houdini 18 user interface, learn core elements, and navigate panels; install the side effects labs shelf and start a project for procedural prop modeling like skate ramps.
Navigate the Houdini 18 main menu to create or open scenes, manage projects, import and export assets, and customize preferences and hotkeys for efficient workflows.
Explore Houdini 18's shelves in the user interface to create and manipulate geometry, understand how nodes connect, and use the box and sphere operations with gizmos, extrudes, and network notes.
Master the Houdini scene view by orbiting, panning, and zooming, enter edit mode to manipulate objects with handles, and use shortcuts like F to frame and G to group.
Configure Houdini scene view layouts, switch between single and four-split, navigate perspectives with the viewport dropdown and number keys 1–5, including the U.B. editor.
Explore the Houdini 18 user interface toolbox, mastering transform, rotation, and scale handles, object and component selection, and snapping modes for precise polygon edits.
Master the operation toolbar to switch between object and component selection, adjust parameters like radius and grid with rows and columns, and use wireframe toggles and the increment ladder.
Explore Houdini's display options, from geometry display modes (wireframe, shaded, smooth) and hotkeys (W, Shift W), to grids, reference planes, lighting modes, materials, filters, and particle and group visualization.
Explore the Houdini 18 network editor, learn to create and navigate nodes in the OPG context, and organize networks with subnets, color and shape palettes, and network boxes.
Explore the parameter editor to adjust the node's translate x y z, use the slider and ladder for precise transforms, and switch between primitive and polygon mesh with adjustable density.
Explore Houdini's playbar controls for animation playback, frame range, audio, looping, and real-time playback, then create and scrub keyframes to rotate a cube through 360 degrees.
Explore Houdini's cook controls to manage network cooking with auto update and manual modes, including mouse up triggers, so you can debug large networks before letting updates run.
Learn to customize Houdini 18 desktops by organizing panes, splitting views, and saving your preferred layouts for efficient procedural prop modeling workflows, including geometry spreadsheet and Python scripting.
Install the Side Effects Labs toolkit in Houdini, update to the latest non-production release, connect via shelf, restart, and explore Labs nodes such as calculate occlusion for per-vertex ambient occlusion.
Learn to create Houdini projects with the project wizard, name them, and organize folders under Houdini projects. Configure home variable and dollar job paths to save files in the project.
Discover Houdini 18 contexts, including SOP, COP, CHOP, SHOP, stage, ROP, and TOPS, and learn how geometry containers and SOP level nodes organize procedural workflows.
Master the houdini 18 user interface by navigating the seeing view, network editor, and parameter editor, customizing the ui, and using the side effects labs shelf to streamline project setup.
Master procedural skate ramp modeling in Houdini 18 by building a quarter pipe step by step, exploring node-based techniques and creating clean, realistic procedural geometry.
In Houdini 18, build the initial ramp angle by creating a quarter-pipe from a circle, orient it to the yz plane, rotate -90 degrees, and set divisions.
Learn to build ramp geometry in Houdini 18 by splitting the ramp curve into transition and ramp sections, then refine with carving, grouping, extruding, and UV unwrap.
Create the coping for skate ramps in Houdini 18 using a metal pipe, a reference copy, ramp curve, and end caps, then assemble the curved tube with UV mapping.
Model the deck of a quarter pipe in Houdini 18 using procedural curves, transform nodes, and merges to create a clean, connected deck geometry.
Finish the ramp by building the railing along the deck, offsetting inward, beveling, and sweeping curves with Houdini nodes, then merge parts and set up a movie layout for uvs.
Operate a procedural wrap model with HD user interface sliders to shape and reuse variations, then organize clean UV layouts using group, join curves, and sweep node techniques.
Export and bake a high-resolution skate ramp mesh using side effects labs tools, create color id for texturing and masking, bake maps with whodini, and export game assets to fdx.
Turn the skate park ramp into a high-res mesh in Houdini 18 by cleaning geometry, separating wood and metal, and generating voxel meshes for texture mapping in Mixer.
Assign vertex colors to the high-res mesh to create color IDs for baking in mix 2020 and substance painter; group selections and color each part, then optimize the low-poly mesh.
Bake maps for a skate ramp in Houdini 18 using the labs map baker, feeding low and high resolution geometry, enabling AO/curvature maps, and exporting textures for mixer 2020.
Export the game mesh from houdini 18 by selecting fbx and obj outputs, enable sbx when available, and batch export to the skate ramp folder for baking and texture prep.
Review resolution mesh workflows, subdivisions, and poly reduction for a clean mesh; assign color I.D., bake maps with Houdini using mouse baker, and export game meshes via geometry export nodes.
Explore the mixer interface, build texture layers from Maiga scans on the Luras mesh with SBX and APJ, apply decals with mixer 20/20, and export textures for Unity or Unreal.
Learn to set up a quicksort mixer project, import a skate ramp mesh, navigate the interface, adjust skybox and lighting, and apply texture maps like normal, occlusion, curvature.
Create a wood layer for the skate ramp by selecting plywood from the Magu skating library, masking with idee mask, rotating grain, and adding grunge textures with layer maps.
Create the middle metal layer by combining a base metal with scratch paint using masks and smart materials to add wear, roughness, and layered texture on the ramp.
Learn to apply decals to a Houdini 18 procedural skate ramp using Mixer 2020, with freeform placement, color variation, dirt decals, and final texture noise.
Create a dust layer for a skate ramp using masks, a layer map, and noise, then refine with blur and prepare textures and smart materials for export.
Save and export your material and group setups as smart materials to reuse them later, naming the ramp wood and exporting textures for loading into game engines.
Export textures at 2k resolution from the mixer, pack roughness into the texture, and configure maps for Unity and Unreal while organizing files in the project folder.
Review the mixer interface, create texture layers from base to metal and dust, apply detail passes, save iterations, restart for smart materials, and export textures for Unity and Unreal.
Import the ramp FDX and textures into Unity and Unreal, and review the results. Explore tweaks and additional resources to move forward.
Import the skate ramp into Unity, set up textures and materials, adjust normal maps, occlusion, metallic and roughness, and generate lighting with reflection probes for a ready render.
Import the skate ramp and textures into Unreal, create and apply a material, wire albedo, metallic, roughness, normal, and AO maps, then tweak lighting for realism.
Explore Houdini 18 resources, including the learning center, tutorials, and a YouTube channel, plus Indy Pixel training on procedural building in Houdini and Unity.
Throughout this mini course we will learn to build a procedural prop with Houdini 18 and look at a bunch of techniques that help us procedurally model and generate uvs. We then will wrap everything up into a Digital Asset so we can make unlimited variations of our Ramp model and prep them for texturing in Mixer 2020.
Once we bake and export everything out from Houdini, we will then learn how to use Mixer 2020 from the ground up. We will learn to create clean texture layers, place decals, and apply imperfections elements to our ramp model in Mixer 2020.
Once we are finished with our Ramp model we will then get it into Unity and Unreal and get it set up with materials and lighting.
By the end of the course you will have a solid understanding of modeling procedurally with Houdini 18 and how to use Mixer 2020 for texturing.