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.




INTRODUCTION

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. 

Length: 05:54

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.

Length: 22:50

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.

Length: 30:00

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.

Length: 31:30

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.

Length: 18:44

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.

More from Simon Verstraete

COMMENTS

  • teotigraphixllc 2 months, 4 weeks ago  | 

    High quality, thanks!

  • dothanhphongla 2 months, 4 weeks ago  | 

    It is so clear, thanks fro sharing. please post more videos , my tutor

  • harryabreu 2 months, 3 weeks ago  | 

    You are a very fine teacher!
    I loved all your explanation congratulation!!!

  • BlissettDMB 2 months, 2 weeks ago  | 

    Perfection, Perfection, Perfection. Knowledge has never been so much appreciated. Thank you SideFX and thank you Simon...
    MORE!!!

    That being said, I've got a question about using this workflow via PDG's.
    The technique for getting the top and bottom of the Crate works perfectly... except... when trying to use the same HDA via the HDAProcessor, only one part of the Geometry gets into Houdini.

    Is there a method to make this work through PDG's?

    See https://youtu.be/hPb0Owt4T8s

    • Siver 2 months, 2 weeks ago  | 

      Thanks! Great to see you like the tutorials.

      It seems HDA with multiple objects is not working great with PDG.
      I did a small test, I created a HDA with 2 objects a sphere and a box (on object level not SOP level). The result is only showing the box and not the sphere.

      So solutions here could be making the full crate in one SOP HDA or adding an option in the current HDA to switch between showing the crate or the top panel, then run the HDA twice in the PDG. One is running the Crate showing the bottom part and the other one is running the top part.

      You could also submit this issue and see if they know more: https://www.sidefx.com/bugs/submit/

  • bobc4d 3 weeks, 6 days ago  | 

    really enjoyable and informative tutorial. I am having one issue, at 8 minutes into video where you bring two node stacks into a boolean, the crate come out black. I added a color node (red) and the only thing red is the cut out shapes. I am running H18.0.325. I have tried all the other boolean nodes, nothing helps

    • bobc4d 3 weeks, 6 days ago  | 

      additional information and above. it seem the crate box is turned inside out, the red is inside crate box.

      • Siver 3 weeks ago  | 

        Thanks!
        It seems that the boolean operation is not done properly. This could mean that one of the input models in the boolean have issue. Boolean works best with closed shapes and also no flipped polygons.
        If polygons are turned inside out (or flipped) use a reverse node or a polydoctor (with correct winding of polygons enabled).
        Hope this helps.

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