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Vehicle Modeling in Houdini 16.5 – SciFi Dropship

Learn how to utilize Houdini's Procedural toolset to create Vehicle Models
Instructor:
Indie - Pixel
11.916 estudiantes matriculados
English [Auto-generated]
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

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! 

Introduction

1
Introduction

Let's do a quick overview of what we are going to accomplish in this course. 

2
Dropship Demo

With the core goals of the course outlined, lets take a look at what we are going to make throughout this course!

Getting setup in Houdini 16.5

1
Introduction
2
Creating Houdini Projects
3
Setting up the Orthgraphic Grid Graph
4
Assigning Materials to the Orthographic Grids
5
Creating a Houdini Digital Asset for the Orthographic Grids
6
Exploring HDA Properties - Bonus Video!

OK, now that we have gotten our first look at HDA's, lets do a bit of a deeper dive into how to work with the Operator Type Properties options and how to really create custom UI's for your tools!

Blocking in the Dropship

1
Introduction
2
Blocking - Part 1
3
Blocking - Part 2
4
Blocking - Part 3
5
Creating a Mirror and Clip HDA

Blockin in the Top of the Dropship

1
Introduction
2
Major Shapes - Part 1
3
Major Shapes - Part 2
4
Blocking in the Engine Mounts

Blocking in the Engines

1
Introduction
2
Major Shapes - Part 1
3
Major Shapes - Part 2
4
Using Booleans for Complex Shapes
5
Placing the Engines
6
Copying to Points

Blocking in the Landing Gear

1
Introduction
2
Creating the Main Strut
3
Creating the Pivot Widget
4
Creating the Suspension Arms
5
Completing the Suspension Arms
6
Creating the Foot
7
Creating an HDA to Handle Cable Creation
8
Cable Creation - Part 2

Detailing the Lower Body

1
Introduction
2
Adding Panel Lines with Booleans
3
Panel Lines - Part 2
4
Panel Lines - Part 3
5
Compound Booleans
6
VDB's and Smoothing

Detailing the Upper Body

1
Introduction
2
Creating the Cockpit
3
Detailing Continued
4
Creating Sci-Fi Piping
5
Sci-Fi Piping HDA
6
Procedural Piping
7
Creating Sci-Fi Widgets and Placement

Detailing the Engine

1
Introduction
2
Outer Casing - Part 1
3
Jets - Part 1
4
Jets - Part 2
5
Engine Mounts

Retopology in Houdini

1
Introduction
2
Understanding the TopoBuild Node - Part 1
3
Understanding the TopoBuild Node - Part 2
4
Re-using Topology
5
Jet Engine Re-Topo
6
Final Results

UV's in Houdini

1
Introduction
2
Using the UV Flatten Node - Part 1
3
Using the UV Flatten Node - Part 2
4
Layout and Packing
5
Automatic UV's

Setting up Vertex Colors for Texturing

1
Introduction
2
Grouping Primitives by Material Type
3
Assigning Vertex Colors
4
Exporting to FBX and OBJ

Assembling the Dropship in Unity 3D 2018

1
Introduction
2
Importing te Geometry
3
Creating Materials in Unity 3D
4
Terrain Overview
5
Working with the Post Processing Stack in Unity 3D

Assembling the Dropship in Unreal

1
Introduction
2
Importing the Geometry
3
Creating the Materials in Unreal
4
Working with the Post Processing Volume in Unreal
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