Procedural Prop Modeling - Ammo Crate
4.4 (133 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
673 students enrolled

Procedural Prop Modeling - Ammo Crate

Learn to model procedurally using Houdini and Substance Painter!
4.4 (133 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
673 students enrolled
Created by Indie - Pixel
Last updated 4/2018
English
English [Auto-generated]
Current price: $20.99 Original price: $29.99 Discount: 30% off
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This course includes
  • 3 hours on-demand video
  • 3 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • The ability to create propcedural props for game development.
  • A better understanding of how to create relationships, in Houdini, to make 3D models procedural.
  • The ability to create a single Propcedural Prop for games, with unlimited variations.
Course content
Expand all 20 lectures 03:13:04
+ Introduction and Modeling
7 lectures 01:06:40

Lets take a quick look at what we will be building in this course!

Preview 02:24

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.

Getting Started
14:43

Lets continue our Ammo Crate model and get the sides fully blocked in.

Blocking in the Crate
06:26

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. 

Complete the Crate Block in
13:23

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. 

Adding Some Proceduralism
07:30

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. 

Adding the Top and Bottom Supports
14:02

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. 

Adding more Resolution
08:12
+ Modeling Details
8 lectures 01:30:17

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.

Adding Noise
08:01

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.

Creating Ropes - Part 1
12:12

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!

Creating Ropes - Part 2
09:24

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.

Reusable Rope Digital Asset
13:27

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.

Creating the Nails
20:48

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.  

Adding the Clamps
11:35

With our ammo crate fully modeled, lets take a look at creating uv's, using houdini's awesome uv tools.

Creating UVs
08:14

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.

Preview 06:36
+ High Res Modeling
3 lectures 19:31

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.

High Resolution Detailing
13:12

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. 

Preview 02:45

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. 

Exporting for Texturing
03:34
+ Texturing in Substance Painter
2 lectures 16:36

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. 

Creating the Base Materials
08:47

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!

Detailing and Paint Layers
07:49
Requirements
  • Basic Understanding of Houdini
  • Basic Understanding of Substance Painter
Description

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


Who this course is for:
  • A beginner Houdini user that wants to see how Houdini and can be used to crete Procedural Props for games!
  • An experienced Modeler who would like to get a better understanding of how to incoporate Procedural Modeling into their pripeline.