Throughout the contents of this course we will look at how we can use Houdini in an everyday game modeling production environment.  But we will look at how building small tools can greatly speed up your modeling process and create more automation for certain modeling tasks. 

Houdini’s direct modeling tools are very robust and can outperform many other DCC modeling applications.  This combined with the power to make your own geometry tools, or OTL’s, means that using Houdini for your modeling tasks makes you a more efficient modeler.

In this course we are going to learn how we can use all of the modeling tools inside of Houdini to create a Sci Fi Dropship.  Throughout the course we will look at ways in which we can build re-usable tools, in the form of OTL’s or HDA’s, to automate repetitive tasks. Something that cannot be done in most common DCC modeling packages, without knowing how to program in MEL or Python.

By the end of the Course you will have a complete Sci Fi Vehicle modeled, textured, and setup in the Unity Game Engine and Unreal Game Engine.

Course Contents

  • Learn the basics of efficient modeling in Houdini using Houdini’s latest Modeling tools.
  • Learn how to use Booleans to create complex shapes with ease.
  • Learn how to use the Topo Build node to resurface
  • Learn how to build a set of OTL’s to automate your modeling tasks
  • Build a library of sci fi widgets you can use for any modeling job.
  • Learn to layout UV’s for your model easily and efficiently
  • Setup the Dropship for use in Substance Painter
  • Setup the model in Unity 2018.1
  • Get a complete picture of an efficient modeling workflow in Houdini 16.5


  • Roman Zhu 1 年, 1 ヶ月 前  | 

    Hey! Awesome stuff, completed half of the tutorial.
    What do you think about procedurally texturing hardsurface models inside of houdini for actual game production needs? So we could pack that asset to an HDA and let some artist generate model and texture variations inside engine?

    • Animate4evr 1 年, 1 ヶ月 前  | 

      Its definitely possible by using COPS and possibly point colors. In all my tests, I found it to be really slow in Houdini so I do still run my Houdini generated models through Substance Painter. Its possible though...I jus thavent foudn the right mix of nodes or a good workflow yet. Definitely keep me posted if you find out better ways to do it! Thanks Wildwest! :-)

  • Banks 1 年, 1 ヶ月 前  | 

    Thanks Kenny, really looking forward to working through this - looks like a lot of fun.

    • Animate4evr 1 年, 1 ヶ月 前  | 

      No prob at all! It was a fun one for sure! I based the model off of one of the games Im playing a lot right now called "Planetbase". Let me know how it goes!! :-)

  • midnight_stories 1 年, 1 ヶ月 前  | 

    I'm just starting this you are a great teacher !

    • Animate4evr 1 年, 1 ヶ月 前  | 

      Well thanks Midnight! I really appreciate that! Teaching houdini is hard but not impossible! Do let me know if you have any questions surrounding the course! Thanks again! :-)

  • par6597 1 年, 1 ヶ月 前  | 

    Thanks, looks amazing, but is there any chance we get to watch the videos here or on Youtube/Vimeo?

    I'd rather not give my email adress at another place (Udemy).

  • bobc4d 1 年, 1 ヶ月 前  | 

    I am just starting my way through videos and cannot believe this is a free tutorial. It is very excellent, especially for beginners like myself, its gives a great depth of knowledge into Houdini modeling tools and concepts as well as procedural work flow.

  • Dex1 1 年 前  | 

    Fantastic Teacher and a fun project. Great to see a tutorial showing the full workflow into Unity. Thanks Kenny.

  • Animate4evr 10 ヶ月, 2 週間 前  | 

    You guys are more than welcome! Really appreciate the support! :-)

  • fredmaher 9 ヶ月, 4 週間 前  | 

    Great tutorial! I'm in Houdini 17 and for some reason everything started going sideways for me at Retopology. I'm having a lot of trouble understanding how to control the points as I move around the engine. Sometimes when I move a point and then tumble my view to have a look, I discover that the point has gone WAY off in a direction that cannot be "seen" until the view is changed. I can find some tutorials that cover Retopology with organic shapes like heads but, hard surface stuff with "several sides" seems to be quite mysterious. Could someone point me towards a good "General Retopology Workflow" tutorial?

    Cheers - Fred

Please log in to leave a comment.