Part 1 - Preparation of the Crate


Learn more about sending Houdini meshes over to substance and further to Unreal.
We utilize the udim tile workflow to handle UVs and textures.

There is a reason why this video came to life.
And that is me fulfilling a kids dream of mine - of becoming a game developer for my very own game.

To be realistic - it will probably never leave the stage of being a prototype - but one hell of prototype it is going to be.
The idea for the game in general is to maximize synergy effects with houdini. Get as much as possible out of it.
This is going to drive myself to learn more and also generates alot of topics that I can show you.

In this video we look at a udim worklfow to bring your Houdini model through substance over to unreal.

Full Patreon Version:
https://www.patreon.com/posts/52255500


Part 2 - Creating the textures in Substance


Make use of udim tiles in substance painter in a pipeline starting in Houdini that will finally reach Unreal Engine.

That allows us to create different Materials on just one Texture Set using Masking.
In this part we import the mesh in a new project inside of substance painter and use the udim tiles rather then material sets for individual material effects.


Part 3 - Import Mesh and Textures in Unreal with Udim


Bring your meshes from Houdini to substance and then further to Unreal Engine.
Here we finally make use of virtual Textures. In this part we import the mesh and the textures from substance into unreal and setup the udim workflow.
This is part 3 of 5 covering the whole process of bringing the sci fi crate into the engine, making it a game ready asset.


Part 4 - Player Chest in Unreal using C++ and Blueprints


A Breakdown of my experimental sci fi crate coming from Houdini to Unreal.
The player should be able to place the crate in the world and interact with it. There is a foundation in C++ that made this work.
It defined the available components and the overall behaviour of the asset.
Then the finer details are created in Blueprints to execute the building process and trigger animations.

DISCLAIMER
This is not really a full tutorial but an overview how and where the pieces work together.

CREATED BY

DAVID KAHL

David is a Software Developer and VFX Artist based in Germany. Houdini has allowed him to combine his experience in 3D and scripting, taking both to new heights. He has a passion for sharing his knowledge and tries to do his very best to make a difference in the community.

More from David Kahl

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