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Procedural modeling in Houdini Combined by Rohan Dalvi

Procedural modeling in Houdini Combined by Rohan Dalvi

Author:Rohan Dalvi

Duration:5 hours 48 minutes

Actual Duration:5h 45m

Release date:2019, October

Publisher:Rohan Dalvi

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:Houdini, Daz 3D, Substance Painter

Course URL:https://www.rohandalvi.net/procedural

Learn to create intricate, frame-by-frame changing armor and skin for characters using Houdini's powerful procedural tools.

This course dives into creating dynamic, frame-by-frame evolving armor and skin for characters, all built procedurally within Houdini. You’ll learn to generate endless variations of armor designs, making your character models truly unique and adaptable.

🎯 What you’ll learn

  • Generate complex armor patterns using Voronoi fracturing and clustering.
  • Add intricate details to armor pieces with VDB operations.
  • Create organic wireframes and exoskeleton structures.
  • Bake high-resolution details onto low-resolution meshes.
  • Design character accessories like helmets and neck frills procedurally.
  • Utilize Daz 3D for character base models and export to Houdini.
  • Apply Mantra baking tools and Substance Painter for detail transfer.

✅ Requirements

  • Skills: Basic understanding of 3D modeling concepts, familiarity with navigating 3D software interfaces.
  • Tools: Houdini (any version, including Apprentice), Daz 3D (for base mesh), Substance Painter (for baking and texturing).
  • Hardware: A computer capable of running Houdini and Daz 3D smoothly. A dedicated GPU is recommended for better performance.

📝 Description

This training focuses on leveraging Houdini’s procedural capabilities to create unique character armor and skin. You’ll start by setting up a character model, likely imported from Daz 3D, and then dive into building complex armor systems. The core of the course involves using techniques like Voronoi fracturing and clustering to generate intricate patterns, which are then detailed using VDB operations. We’ll explore methods for creating connecting elements, like exoskeletons and wires, using point generation and pathfinding. The training also covers essential pipeline steps, including baking high-resolution details down to a low-resolution mesh using Mantra and preparing them in Substance Painter. You’ll also get a glimpse into creating shaders for these baked details. The flexibility of Houdini means you can achieve variations that change with every frame, offering a vast array of design possibilities.

🧑‍🎓 Who this course is for

  • 3D artists looking to master procedural modeling in Houdini.
  • Character artists wanting to create unique and dynamic armor designs.
  • Technical artists interested in non-destructive workflows for character customization.
  • Students aiming to expand their Houdini skillset beyond basic modeling.

🧑‍🏫 About the Author

Rohan Dalvi is a seasoned 3D artist and educator known for his in-depth tutorials on Houdini and other CG software. He has a knack for breaking down complex technical concepts into digestible lessons, empowering artists to tackle challenging projects. His work often showcases innovative uses of procedural techniques in character and environment design.

🏁 Final Result

By the end of this course, you’ll have a portfolio-ready character model featuring intricate, procedurally generated armor and skin. You’ll possess the skills to create dynamic designs that can change frame-by-frame, along with the knowledge to bake these details for use in game engines or other pipelines.

Curriculum

📋 Course content

  1. Basic body setup
    • Basic body setup – Looking at the basic character model in Daz and exporting to Houdini
  2. Voronoi setup
    • Voronoi setup – Setting up basic voronoi fracturing and separating the pieces by building custom attributes
  3. Armour cage
    • Armour cage – Building the armour cage by separating the chest pieces generated via the voronoi fracture
  4. Armour plates
    • Armour plates – Making the armour plates on top of the cage. We use clustering to create complex shapes from the basic voronoi pieces
  5. Armour details
    • Armour details – Detailing the armour plates using standard and vdb booleans
  6. Connectors
    • Connectors – Building an exoskeleton on top of the armour using a combinations of points generated from the centres of the pieces and connecting the adjacent points
  7. Breast plate
    • Breast plate – Finishing the chest armour by building the armour for the breast
  8. Circuit lines
    • Circuit lines – Making organic lines over the exposed skin via groups and find shortest path
  9. Circuit lines spikes
    • Circuit lines spikes – Making spikes in the centre of the organic lines and adjusting their shapes based on the size of the pieces and having the lines flow around the spikes.
  10. Neck centre cords
    • Neck centre cords – Building the neck piece using a combination of Nurbs skinning and carve.
  11. Neck frill base
    • Neck frill base – Making a frill for the base of the neck using skin and adding additional details using polyextrude
  12. Neck frill top
    • Neck frill top – Making a frill for the top of the neck by extracting lines from the voronoi pieces
  13. Neck side muscles
    • Neck side muscles – Building the side muscles by skiing the top and base neck curves and extracting lines using carve
  14. Abs
    • Abs – Making armour plating for the abs and torso. We make complex shapes by building custom clustering patterns.
  15. Sides
    • Sides – Making side armour by building controllable voronoi patterns to build a specific design for the sides.
  16. Arms
    • Arms – Generating veins on the arms using find shortest path and controlling the flow of the veins by painting custom attributes.
  17. Heart
    • Heart – Detailing the heart section of the armour
  18. Helmet A
    • Helmet A – Making the Helmet/crown for the character using a combination of copy stamping and skinning. The we generating varying shapes for the helmet using voronoi fracture.
  19. Helmet jewel
    • Helmet jewel – Constructing the centre jewel for the helmet.
  20. Tears
    • Tears – Adding final details to the face.
  21. Baking
    • Baking – A basic class on baking the arm details to the base arm mesh using mantra bake ROP and substance painter and also building a simple shader just for fun.
  22. Skirt
    • Skirt – Adding the skirt to character using vellum as a finishing touch
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Procedural modeling in Houdini Combined by Rohan Dalvi
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