Release date:2018, May 7

Duration:02 h 52 m

Author:Alexandre Stroukoff

Skill level:Intermediate

Language:English

Exercise files:Yes

What Will I Learn?

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

Requirements

Houdini 16.5+ (FREE apprentice version) – Houdini 17 Works too

Beginner Level in Houdini

Substance Designer knowledge, but Photoshop works too.

3D Modeling package (3ds Max, Maya, Blender…)

Description 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.

Who is the target audience?

You know a bit of Houdini but would like finally use it in a concrete way

You are an artist who want to use Houdini procedural capabilities to get the job done faster

Game Artists curious about adding a bit of proceduralism in their workflow
Table of Contents

Introduction 06:01

Introduction 01:26

Planning 04:35

Modeling the parts of the IVY 25:41

Meshes from bitmap with the Trace node 14:00

Export and setup Meshes for later 06:03

Drawing branches with curves 05:38

Understanding “Copy to points” 18:05

Understanding Houdini built-in orientation attributes 18:05

Orientation Attributes 2 questions

Populate the branches with leaves 14:26

Creating the “Spawn points” 08:09

Simple lights and materials setup 06:17

Adding variation 42:36

Leaves variation 11:54

Randomize spawn points 05:02

Adding gravity to the leaves 03:10

Creating a User Interface for our tool 06:56

Spawn variation with VOPS 03:46

Branches improvements 11:48

Export and bake for Game Engine 42:19

Draw and Export our High poly Ivy 08:45

Baking and compositing in Substance Designer 12:07

Adding plants to our atlas 07:54

Low-Poly mesh creation 13:33

Unity/Unreal showcase 14:41

Unreal Engine integration 12:35

Unity showcase 02:06

Conclusion 08:12

Conclusion and possible improvements 08:12

Source files 00:05 Sources files 00:05

1. Introduction 1. Introduction 2. Planning

2. 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

3. Understanding Copy to points 1. Understanding Houdini built-in orientation attributes 2. Orientation Attributes.zip

4. Populate the branches with leaves 1. Creating the Spawn points 2. Simple lights and materials setup

5. 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 6. Branches improvements.vtt

6. 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

7. UnityUnreal showcase 1. Unreal Engine integration 2. Unity showcase

8. Conclusion 1. Conclusion and possible improvements

9. Source files.7z Description.zip

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