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In this video you will learn more about texturing an asset for games using COPs in Houdini 21. This will be a full overview with a PBR workflow in mind. This means it will tackle Color, Roughness, Metal and Normal maps. This video is based on my Axe modelling video, then you will have a full breakdown on making an asset. https://www.youtube.com/watch?v=bIGOF5nvPtA The approach will be something close to Substance. Building a setup that feel great to use and easy to add on top of it. This video can only be the beginning of a more complex asset setup. First will be baking, this means getting all the useful maps. Such as a Normal, AO, World Normal, Position,... This is a standard start but important as all maps will be used to create the final result. A color ID mask will be generated to mask and blend materials together. For creating materials you will see how to make a custom HDA that outputs a material. This will make it easy for us to add more materials quickly over time. Rather then setting up each map and material manually. Get Axe file https://siver.gumroad.com/l/lrnut

CREATED BY

SIMON VERSTRAETE

Simon is a tech Artist that loves building procedural tools and assets. By adding more and more procedural approaches to his workflow, he is able to build 3D models with speed and flexibility. During his studies at Digital Arts and Entertainment, he taught himself how to work with Houdini. After his studies, he started working on Ary and the Secret of Seasons at eXiin. Currently he is a Houdini freelancer and focuses on creating procedural content.

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