
Lets take a quick look at what we will be building in this course!
To begin our course we are going to get the two end portions of the ammo crate modeled out. Instead of modeling this by hand we will look at how we can achieve our models using procedural techniques.
Lets continue our Ammo Crate model and get the sides fully blocked in.
In lecture 4 we will finish up the blocking phase of the Ammo Crate and look at how proceduralism can help us create models that can change and are not static in their function.
With our full block in created, lets take a look at how we can add some proceduralism to the top planks so we can decide how many planks we want to be on the top and bottom of our ammo crate.
The last step in our final low resolution, ammo crate model, is to add in the top and bottom supports. Again, we are going to take a look at how we can add proceduralism so we can decide how many supports to create.
To fully complete our base ammo crate model, lets add some more resolution and take a look at some ways in which we can begin to add in some more realistic details.
Nothing in the real world is perfectly straight. Every object has some sort of surface that is damage or perturbed in some way. Houdini gives us many ways in which we can add this type of realistic detail in a procedural way. In lecture eight we will take a look at a few of these techniques.
Ropes are a great way to utilize procedural modeling. Trying to produce belivable rope models, by hand can be a tedious task. With Houdini, we can give ourselves a more rapid and iterative approach. In lecture nine, we will take a look at creating the procedrual low resolution rope model, complete with uv's.
With our low resolution rope model in place, lets take a look at creating the high resolution model. This will introduce even more procedural techniques you can use over and over again!
With both our high resolution rope and low resolution rope created, lets take a look at how we can make our procedural graph re-usable by creating a Houdini Digital Asset.
As we get closer to the final ammo crate model, we are going to begin the process of adding the more small details to the model. In this lecture we will add the nails to the ammo crate in a procedural way.
To finish off the modeling portion of the ammo crate, we will create the clamps that are usually found on the tops and bottoms of the crate itself.
With our ammo crate fully modeled, lets take a look at creating uv's, using houdini's awesome uv tools.
In order to prepare the ammo crate model for high resolution modeling and texturing, we need to setup groups to isolate out the different parts of the model. In lecture 15 we will take a look at creating groups to help us in the overall modeling pipeline.
Lecture sixteen is all about creating a bit more detail form a high resolution standpoint. Houdini has many powerful tools that allow us to add high resolution detail before even going into Zbrush. In this lecture we will take a look at a couple of those techniques.
When working with Substance Painter, it is a good idea to mask out portions of your model, using vertex color, so they can be used as masks. In lecture seventeen we will take a look at how to do that in Houdini.
With all our models and vertex color created, we are now ready to export. We will walk through the FBX export process in Houdini, and briefly discuss the option to save as an obj.
Anytime you begin texturing a model in side of Substance Painter, it is a good idea to get the base materials setup and masked out. Lets take a look at how to quickly get a nice base texture going for our ammo crate.
To conclude we will add some more detail to our texture and talk about steps you can take to further refine the procedural modeling and texturing process. I hope you enjoyed the course and please do let me know if you have any questions!
In this first Installment of the Procedural Props series, we are going to take a look at how to produce a fully procedural Ammo Crate. Everything from the geometry, uvs, and textures will be generated procedurally.
When you purchase this course you get over 3 hours of video training, all the assets created in the course, as well as the complete Unity setup.
Difficulty Level: Intermediate
Duration: 3 hours
File Size: 325 megs
Assets:
- Houdini Project Files
- Textures
- Painter Project File
- Unity Package