Project Skylark
Learn the fundamentals of tool-making with Houdini and Unreal Engine 5. Project Skylark has a stylized look that is generated by the procedural assets used to populate a game level. Most of the textures have been created using the Copernicus toolset. In Unreal, these tools help build stunning scenes—including houses, foliage, and bridges.
5 Tutorials 3:04:16
Lessons

Project Skylark | Bird House
Learn about procedural modeling by making a birdhouse. This was used in our Project Skylark to generate different birdhouse assets. We will start by making the geometry for the house, the approach will use subtractions of shapes to make a final asset. It has the option to also use different roofs and styles so we will set up everything to work with different types of roof while our logic adapts to it. The final version of the series will be a tool/HDA that you can open in Unreal Engine and generate different versions in the engine.
0:52:26

Project Skylark | Clouds
Learn about the cloud tools in Houdini. The idea behind the setup is that a user can draw a rough shape that they want and the tool outputs a nice fluffy looking cloud. We will leverage some of the cloud tools and sops to make this idea. Once a cloud is created, getting it into the game engine is the next challenge. The approach here will be rendering it out to an image as that is still the cheaper way of getting volumes into an engine.
0:22:33

Project Skylark | Rocks
Learn more about making stylized rocks in Houdini. This rock tool won't be very advanced and would recommend the project GROT rock tool for a more advanced version. The idea is that we take a sphere and apply different noises and deformation on top of it to make it look more like a rock shape.
0:21:53

Project Skylark | Bottles
In this tutorial series you will learn more about Procedural modeling and scaling it. First of we start by making a bottle generator. This goes from its geometry setup as well as handling UV’s and vertex colors.
Once we got our procedural setup now we can think about scaling it to generate many bottles. In theory you can make 1000s or more! By leveraging PDG in Houdini we are only a few setups away from generating many models for a project.
0:39:09

Project Skylark | Trimsheet
Learn more about procedural trimsheets. For project Skylark it was needed to have an approach where textures can be reused everywhere and trimsheets are great for that. Starting in our setup with making the geometry layout. Once that is made it automatically gets into copernicus and the texturing process can be started to make the trimsheet and its details. The Final video will then show how to automatically apply this on a 3D model.
0:48:15
Houdini Content
Category: Digital Assets, Modeling, Unreal