Log into your account to keep track of your progress. You can work through the lessons without logging in but your progress will be lost when you refresh the page.

In the first volume of this online course for creating a procedural temple, the viewer will learn how to create the procedural foundation for our temple, as well as game-ready procedural pillars, obelisks, and tile pieces using Houdini for Unreal Engine 5 and Nanite. Applying various procedural techniques to generate base and collision meshes then add procedural damage and breakage, use PDG and COPs to automate baking of texture maps and asset variants. Finally, importing our generated assets into UE5 and setting up master materials.

This course has been designed for people with a good foundation in Houdini and a basic knowledge of VEX and Unreal Engine. However, step-by-step instructions will allow for most skill levels to follow along. I recommend this course to anyone looking to expand their knowledge of procedural asset creation pipelines for games.


After viewing this course, people can expect to be able to apply procedural Houdini workflows for the generation of various game assets and automate baking, saving, and wedging variations of those assets.


Key Takeaways:

  • Creating flexible and reusable procedural workflows
  • Generating complex meshes from art-directable base shapes
  • Generating UVs & texture maps procedurally on complex meshes
  • Creating modular game ready assets
  • Usings Houdini PDG to automatically wedge, bake, and export variations
  • Using Unreal Engine 5 master material and instancing for asset texture variation
  • Combining multiple assets and procedural workflows in a larger project


Check out this course here

COMMENTS

  • There are currently no comments

Please log in to leave a comment.