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Houdini Game Art – Create foliage for Games with Houdini

Learn how to increase your work speed with a procedural workflow
Instructor:
Alexandre Stroukoff
457 estudiantes matriculados
English [Auto-generated]
Create a useful ivy generator than can be expanded upon
How to use Houdini to complete a task faster in a production environment
Understanding how to control objects copy in Houdini (Orientation attributes)
Create Realtime foliage meshes

This course will take you through the step necessary to create realtime foliage using Houdini.

Starting from reference pictures, we will use Houdini to create a useful Ivy Tool that could be expanded into a more Generic Vegetation Tool.

The main focus of this course will be HOUDINI. You don’t need an advanced knowledge, this course is great for Houdini beginners who want practice procedural modeling in a real production way instead of doing more abstract tutorials. You can use this course as an excuse to finish your first Houdini project, that will take you from beginner to a more intermediate skill level with Houdini.

I will show a typical production workflow from the “real world” that you can use directly in a video game production. We will take shortcuts, and do thing as fast as possible, the goal being the end result.

By the end you should have a idea of how you can integrate Houdini in your video game art pipeline, and have some cool assets you can show off in Unreal or Unity or any engine, and maybe, this will be your first game art assets made with the help of Houdini !

You wil be provided with the final Houdini file used in this tutorial.

NOTE : Even though I use Substance Designer and 3ds Max in this tutorial, their are not mandatory, and can be easily replaced other similar software.

Introduction

1
Introduction
2
Planning

Modeling the parts of the IVY

1
Meshes from bitmap with the Trace node
2
Export and setup Meshes for later
3
Drawing branches with curves

Understanding "Copy to points"

1
Understanding Houdini built-in orientation attributes
2
Orientation Attributes

Orientation attribute quizz

Populate the branches with leaves

1
Creating the "Spawn points"
2
Simple lights and materials setup

Adding variation

1
Leaves variation
2
Randomize spawn points
3
Adding gravity to the leaves
4
Creating a User Interface for our tool
5
Spawn variation with VOPS
6
Branches improvements

Export and bake for Game Engine

1
Draw and Export our High poly Ivy
2
Baking and compositing in Substance Designer
3
Adding plants to our atlas
4
Low-Poly mesh creation

Unity/Unreal showcase

1
Unreal Engine integration
2
Unity showcase

Conclusion

1
Conclusion and possible improvements

Source files

1
Sources files
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