Vehicle Modeling in Houdini 16.5 - SciFi Dropship

Learn how to utilize Houdini's Procedural toolset to create Vehicle Models
Rating: 4.6 out of 5 (954 ratings)
14,562 students
Vehicle Modeling in Houdini 16.5 - SciFi Dropship
Rating: 4.6 out of 5 (954 ratings)
14,562 students
You will learn how to create Vehicles in Houdini 16.5
Understand how to insert Proceduralism into your Modeling Workflows
Gain a solid foundation in creating Houdini Digital Assets
Look at a complete Workflow for building models inside of Houdini 16.5
You will learn how to set up UV's and Vertex Colors for Substance Painter
We will look at how to import the Dropship into Unity and Unreal

Requirements

  • Beginner knowledge of Houdini Interface
  • Beginner knowledge of creating node graphs in Houdini
  • Houdini Apprentice and above is required
  • Unity or Unreal is used but not required
Description

Throughout  this course we will look at ways in which we can begin to insert  procedural modeling workflows, using Houdini 16.5, into your everyday modeling pipeline. We will learn how we  can speed up our traditional vehicle modeling tasks using Houdini  Digital Assets, procedural techniques, and Houdini's surface operators.  By the end of the course, we will have walked through how to create the  Dropship model, how to generate the terrain seen in the demo, and how to  get the Dropship set up inside both Unity 2018 and Unreal 4. Best part is, since Side Effects Software sponsored this course, the course is  free! 

Who this course is for:
  • A beginning Houdini user who wants to see how to model vehicles inside of Houdini
  • Someone who would like to see how Houdini's proceduralism can speed up their modeling workflows
  • A Houdini user who wants to take their skills up a notch to produce complete vehicle models all in Houdini
  • A modeler who is interested in learning how Houdini can be used to create vehicles
Curriculum
14 sections • 73 lectures • 10h 17m total length
  • Introduction
  • Dropship Demo
  • Introduction
  • Creating Houdini Projects
  • Setting up the Orthgraphic Grid Graph
  • Assigning Materials to the Orthographic Grids
  • Creating a Houdini Digital Asset for the Orthographic Grids
  • Exploring HDA Properties - Bonus Video!
  • Introduction
  • Blocking - Part 1
  • Blocking - Part 2
  • Blocking - Part 3
  • Creating a Mirror and Clip HDA
  • Introduction
  • Major Shapes - Part 1
  • Major Shapes - Part 2
  • Blocking in the Engine Mounts
  • Introduction
  • Major Shapes - Part 1
  • Major Shapes - Part 2
  • Using Booleans for Complex Shapes
  • Placing the Engines
  • Copying to Points
  • Introduction
  • Creating the Main Strut
  • Creating the Pivot Widget
  • Creating the Suspension Arms
  • Completing the Suspension Arms
  • Creating the Foot
  • Creating an HDA to Handle Cable Creation
  • Cable Creation - Part 2
  • Introduction
  • Adding Panel Lines with Booleans
  • Panel Lines - Part 2
  • Panel Lines - Part 3
  • Compound Booleans
  • VDB's and Smoothing
  • Introduction
  • Creating the Cockpit
  • Detailing Continued
  • Creating Sci-Fi Piping
  • Sci-Fi Piping HDA
  • Procedural Piping
  • Creating Sci-Fi Widgets and Placement
  • Introduction
  • Outer Casing - Part 1
  • Jets - Part 1
  • Jets - Part 2
  • Engine Mounts
  • Introduction
  • Understanding the TopoBuild Node - Part 1
  • Understanding the TopoBuild Node - Part 2
  • Re-using Topology
  • Jet Engine Re-Topo
  • Final Results

Instructor
Technical Artist / Programmer / 3D Artist
Indie - Pixel
  • 4.6 Instructor Rating
  • 2,593 Reviews
  • 42,161 Students
  • 7 Courses

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.