In this lesson, you will learn how to create a procedural Sci Fi Crate Generator in Houdini that can be used to create custom props for game engines such as Unity and Unreal. You will start by modeling the crate using procedural techniques that can be updated and adjusted using high level controls. You will then build a Houdini Digital Asset which can then be loaded into Unity using the Houdini Engine plug-in.
You will then create texture maps by baking a high res crate to low res geometry then you will output a variety of masks to be used as part of a Unity shader. Finally, you will learn how to add decal sheets to the asset to create fine details on the crate.
Explore the final asset and its key features. Learn about the techniques being covered in this tutorial series and how they are being applied to the crate. You can also download the finished asset from the project files above and test it in the Unity editor using the Houdini Engine plug-in.
PART 1 | MODEL THE CRATE
Starting from a simple box, learn how to model the crate using bevels, extrusions and booleans. Learn how to build each part of the crate while referencing other parts so that changes made to the original box cascade to all of the details.
PART 2 | CREATE THE DIGITAL ASSET
Once the crate is ready, encapsulate the network nodes into a single digital asset which can be stored on disk and shared with other apps such as Unity. You will then build a high level user interface by promoting parameters and organizing them using folders. As you make changes, you will rebuild the asset in Unity to test the new controls to make sure they work properly.
PART 3 | BAKE THE TEXTURE MAPS
Starting with a high-resolution version of the crate you will then use a low res version to bake out normal maps. You will also use curvature and other features of the crate to generate masks which can be used to construct a Unity material. When you make adjustments to the crate, you can then update the maps using built-in baking options.
PART 4 | ADD DECALS
Using a decal sheet, you will add secondary details to the crate. You will set up the network to accommodate the decals and promote parameters to the asset to help you control their placement. You can then easily switch to other decal sheets to give each of your crates a unique look.