Procedural content creation in game development helps speed up production. This course will teach you the fundamentals of using the Houdini Engine in Unity 2017 to procedurally generate models, collision meshes, material assignments, UVs, and more.
Procedural modeling is quickly becoming a must-have skill for Game Artists and Technical Artists. In this course, Fundamentals of Houdini Engine for Unity 2017, you will learn the core skills necessary to create your own procedural content for game development. First, you will learn how to construct procedural assets in the form of Houdini Digital Assets, to procedural generate models, collision meshes, material assignments, and UVs. Next, you will gain insight into the workflows and techniques that are crucial to becoming a successful procedural artist. Finally, you'll be able to create a procedural content pipeline using Unity and the Houdini Engine. When you are finished with this course, you will have the skills needed to create your own procedural assets that will help you move forward to build your own complete procedural content creation workflow. Software required: Houdini Engine, Unity 2017.
Kenny Lammers began his career in the game industry with an internship at Surreal Software in 1999. Since then he has worked at Microsoft, Activision, and owned his own business. Currently he is exploring new areas of Procedural Content Creation, Programming, and the Interactive Arts.
Section Introduction Transcripts
Section Introduction Transcripts
Course Overview Howdy everybody. My name is Kenny Lammers, and welcome to my course, Fundamentals of the Houdini Engine in Unity 2017. I'm a freelance technical artist at my company called Indie Pixel, and I have worked in the game industry now for over 18 years working at companies such as Microsoft Game Studios, Activision Blizzard, and Surreal Software. I've worked on games such as Call of Duty 3, Crack Down 2, Alan Wake, and many others. In this course we are going to learn the fundamentals of procedural content creation using Houdini, the Houdini Engine, and Unity 2017. Procedural modeling and content creation is quickly becoming a must have skill set for game artists and technical artists alike, as it lets you create more content faster and iterate on your content without having to redo a ton of work. Some of the major topics that we will cover include understanding the procedural content creation pipeline with Houdini, creating your own procedural content called digital assets, learning how to procedurally model layout UVs and assign materials, how to utilize the Houdini Engine to its fullest, and create tools for your whole team to use. By the end of this course you will know how to put together your own procedural content creation pipelines using the Houdini Engine for your own game development projects. Before beginning the course you should be comfortable with Houdini and its concepts, as well as know how to use the Unity 3D editor from a basic level. So I hope you'll join me in this adventure to learn the Houdini Engine with the fundamentals of Houdini Engine in Unity 2017 course at Pluralsight.
Building the Platform Template Hello. In this module we will dive right in and begin to build out the first tool for our level, but before we begin I want to talk through how I like to create my procedural tool sets using Houdini and the Houdini Engine. So let's talk about what we're going to accomplish in this module. So the first thing I want to do is understand the procedural workflow. How do we go back and forth between Houdini and the Houdini Engine and build up a toolset that is both efficient and also accomplishes a lot of the repetitive tasks that we encounter when developing levels for games. We're then going to take a look at the concept art and learn how to break it into modular parts, so we give ourselves a bit of a plan when we go and create our tools. We are then going to begin to actually build the platform tool, the Template tool. We're going to understand how grouping affects the output geometry inside of Unity, and then finally, we're going to go and add collision meshes to our platform template, so that designers can actually start to test out the level without the need for all the procedural tools to be done right away, so this basically allows the design team to start to build the level while you are still working on the rest of the procedural tools.