Houdini Procedural House with Unreal Engine 5
Houdini Procedural House with Unreal Engine 5, available at $19.99, has an average rating of 4.79, with 121 lectures, based on 43 reviews, and has 410 subscribers.
You will learn about Learn the Fundamentals of Making a Procedural House Understand the Anatomy of Polygon Learn the Vex Scripting Language Learn Linear Algebra in 3D Mathematics Learn the Houdini Digital Asset creation and its integration with Unreal Engine 5 This course is ideal for individuals who are Houdini Artists who want to advance their skill in procedural modeling. or Game Developers who what to intergrade Houdini in their production. or Houdini Artists who want to study more VEX. or Technical Artists who want to understand the procedural modeling workflow. It is particularly useful for Houdini Artists who want to advance their skill in procedural modeling. or Game Developers who what to intergrade Houdini in their production. or Houdini Artists who want to study more VEX. or Technical Artists who want to understand the procedural modeling workflow.
Enroll now: Houdini Procedural House with Unreal Engine 5
Summary
Title: Houdini Procedural House with Unreal Engine 5
Price: $19.99
Average Rating: 4.79
Number of Lectures: 121
Number of Published Lectures: 121
Number of Curriculum Items: 121
Number of Published Curriculum Objects: 121
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will Learn
- Learn the Fundamentals of Making a Procedural House
- Understand the Anatomy of Polygon
- Learn the Vex Scripting Language
- Learn Linear Algebra in 3D Mathematics
- Learn the Houdini Digital Asset creation and its integration with Unreal Engine 5
Who Should Attend
- Houdini Artists who want to advance their skill in procedural modeling.
- Game Developers who what to intergrade Houdini in their production.
- Houdini Artists who want to study more VEX.
- Technical Artists who want to understand the procedural modeling workflow.
Target Audiences
- Houdini Artists who want to advance their skill in procedural modeling.
- Game Developers who what to intergrade Houdini in their production.
- Houdini Artists who want to study more VEX.
- Technical Artists who want to understand the procedural modeling workflow.
This tutorial focusses on teaching students the practical solutions in making a house procedurally inside of the award-winning software Sidefx Houdini. Through more than 100 videos, the tutorial walks through the entire process of building a stunningly looking house from scratch to final render inside of Unreal Engine 5.
Through a divide and conquer approach, the students will learn how to build pillars, doors, windows, and stairs first as Houdini Digital Assets (HDAs), and move on to tackle different body part of the house, from body to roof, decks, and pavements while utilizing the HDAs to construct the final form. In the process, students learn critical knowledge of 3D mathematical concepts including dot and cross product, matrix, and quaternion. The mathematical/geometrical meaning, and various operations of these mathematical terms are explained in dedicated sessions and their usage in spatial calculations and polygon manipulations are practiced.
The VEX scripting language is taught thoroughly in dedicated sessions and used to aid the house build process. Students learn fundamental programming concepts including variables, containers, flow control, and functions first, and will be able to leverage the power of scripting to express their ideas directly and effectively in Houdini.
Finally the tutorial leads to the Houdini Engine integration with Unreal Engine 5, allowing students to import their HDAs directly into Unreal Engine, and connect materials and assets automatically, providing a complete solution to the end product.
Course Curriculum
Chapter 1: Introduction and Setup
Lecture 1: Introduction
Lecture 2: Houdini and Houdini Engine Setup
Chapter 2: Basics of VEX
Lecture 1: Basics of Variable
Lecture 2: Arrays
Lecture 3: For Loop
Lecture 4: 05 Foreach Loop and While Loop
Lecture 5: The if Statements
Lecture 6: The Continue and the Break Keyword
Lecture 7: Functions
Lecture 8: The Vector Type
Chapter 3: Profile Revolver
Lecture 1: Create a Profile from a Ramp
Lecture 2: Add Revolve and Finish the Network
Lecture 3: Create the Profile Revolver Digital Asset
Chapter 4: Column Generator
Lecture 1: 13 Making the End and Bottom Section of the Column
Lecture 2: Add The Top Section and the Bevel Control
Lecture 3: Finish the Column and Create the Digital Asset
Chapter 5: Door
Lecture 1: Create the Door Frame
Lecture 2: Layout the Internal of the Door
Lecture 3: Decorate the Door Panel
Lecture 4: Construct the Door and Add Rotation Control
Lecture 5: Add Door Knob and the Inner Frame
Lecture 6: Unwrap the UV of the Door
Lecture 7: Create the Door Digital Asset
Chapter 6: Window
Lecture 1: Create the Bone of the Window Door
Lecture 2: Finish the Window Door
Lecture 3: Mirror the Window Door and Create the Outer Frame
Lecture 4: Add the Bottom Frame
Lecture 5: Add Window Door Rotation Control
Lecture 6: Create the UV of the Window
Lecture 7: Refine the Window Parameter and Create the HDA
Chapter 7: 3D Math
Lecture 1: Visualizing Dot Product
Lecture 2: Visualizing Cross Product
Lecture 3: Basics of Matrix
Lecture 4: Utilizing Matrix
Chapter 8: Plank Generator
Lecture 1: Start the Plank Generator HDA
Lecture 2: Calculate the Cut Information
Lecture 3: Cut the Planks
Lecture 4: Finalizing the Plank Generator
Chapter 9: Handrail Generator
Lecture 1: Setup the Basics of the Handrail Generator
Lecture 2: Generate the Pillar Points
Lecture 3: Create the Body of the Pillar and Add Controls
Lecture 4: Add Pillar Decoration
Lecture 5: Create the Side Face of the Horizontal Plank
Lecture 6: Add the top Side Plank and Add Thickness
Lecture 7: Add top Plank and Offset
Lecture 8: Create the Vertical Frame Points
Lecture 9: Create the Vertical Frame Side Face
Lecture 10: Finalize the Handrail
Chapter 10: Stair
Lecture 1: Spawn Stair Horizontal Planks
Lecture 2: Add Stair Frontal Planks
Lecture 3: Start Making the Profile of the Bottom Support
Lecture 4: Finish The Bottom Support
Lecture 5: Add Handrails
Lecture 6: Add Control to Reduce the Amount of the Pillars
Lecture 7: Build the Stair Top Platform
Lecture 8: Build Top Platform Handrails
Lecture 9: Fix Overlapping Pillars and Update the Handrail Generator
Lecture 10: Add Stair to Deck Connection
Lecture 11: Add Columns to the Top Platform
Lecture 12: Create the Stair Generator
Chapter 11: House Base Form
Lecture 1: 60 Create the Base Floor Plan of the House
Lecture 2: 61 Extend the Overhand of the Roof
Lecture 3: Create the Planes for Different Part of the Body
Lecture 4: Create the Base Body of the House
Lecture 5: Add Single Floor Variant and Finialize the Base Form
Chapter 12: Roof
Lecture 1: Find Roof Resting Candidate
Lecture 2: Find Resting Neighbour and Cut Direction
Lecture 3: Caculate Height of Each Roof
Lecture 4: Create the Tent Shape of the Roofs
Lecture 5: Create the Side and Bottom Face of the Roofs
Lecture 6: Finish the Resting of the Roof Pieces and Wrap up the Roof Base Form
Lecture 7: Create the Shingle
Lecture 8: Spawn Shingle on the Top Ledge
Lecture 9: Spawn Shingle on the Rooftop
Lecture 10: Clip the Shingles on the Inside
Lecture 11: Create Roof Side Planks
Lecture 12: Create the Circular Vent Spawn Points
Lecture 13: Finish the Side Vent
Lecture 14: Create the Bottom of the Roof
Lecture 15: Create and Utilize the UV Generator HDA
Lecture 16: Finalize the Roof
Chapter 13: Body of the House
Lecture 1: Populate the Doors
Lecture 2: Build the Door Holes on the Wall
Lecture 3: Polulate the Windows
Lecture 4: Build the Window Holes on the Wall
Lecture 5: Finish the Main Body Parts of the Building
Lecture 6: Create the Columns
Instructors
-
Jingtian Li
Game Wizard
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 0 votes
- 3 stars: 0 votes
- 4 stars: 8 votes
- 5 stars: 35 votes
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