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Simon Houdini
Registrace 10. 05. 2013
This channel is focussed on procedural content mainly generated with Houdini
Axe modeling || Houdini tutorial
Welcome to this tutorial on modeling a game-ready axe in Houdini!
Reference: Nemoto Tactical Hatchet Axe
- www.pinterest.com/pin/564709240747634692/
In this video, we'll guide you through the process of creating a detailed 3D model suitable for use in games. Unlike a fully procedural approach, we'll leverage a non-destructive workflow, allowing for easy adjustments and modifications to specific parts of the axe.
Most of the axe will be fully modelled, the tutorial provides valuable insights into refining and completing the model. Through practice, you'll gain a deeper understanding of Houdini's modeling capabilities and enhance your skills.
Perfect for beginners exploring modeling in Houdini, this tutorial assumes a foundational understanding of the software. We'll be using a boolean workflow to shape the axe. This approach proves to be a swift and effective method for creating intricate hard surface models.
The total time invested in crafting the final axe model was approximately more then 1 hour. So, buckle up for an informative session that will empower you with the skills to model game-ready assets. Get ready to dive into the world of 3D modeling with Houdini!
Get Axe file
- siver.gumroad.com/l/lrnut
Island generator tutorial
- siver.gumroad.com/l/gdgkp
Timestamps
00:00 Intro
00:27 Load Reference image
01:28 The Curve tool
09:03 Convert curve
11:35 Define main shape
24:55 Create middle metal plate
26:13 Subtract plate from main shape
28:42 Add in other details
29:26 Bevel/Chamfer plate
30:55 Match plate with eachother
32:35 Create top plate layer
35:19 Subtract from main shape
36:06 Add details
37:10 Thickness and bevel
38:03 Optional: Rough subd model
39:35 Merge and match
40:50 Create Handle shape
42:57 Define handle shape and grip
52:02 Merge and match
52:38 The bolts tool
57:38 Re-use bolt setup
1:00:20 Add unique value per object
1:02:57 Make Highpoly
1:05:12 Make Lowpoly
1:07:06 Final result and outro
Reference: Nemoto Tactical Hatchet Axe
- www.pinterest.com/pin/564709240747634692/
In this video, we'll guide you through the process of creating a detailed 3D model suitable for use in games. Unlike a fully procedural approach, we'll leverage a non-destructive workflow, allowing for easy adjustments and modifications to specific parts of the axe.
Most of the axe will be fully modelled, the tutorial provides valuable insights into refining and completing the model. Through practice, you'll gain a deeper understanding of Houdini's modeling capabilities and enhance your skills.
Perfect for beginners exploring modeling in Houdini, this tutorial assumes a foundational understanding of the software. We'll be using a boolean workflow to shape the axe. This approach proves to be a swift and effective method for creating intricate hard surface models.
The total time invested in crafting the final axe model was approximately more then 1 hour. So, buckle up for an informative session that will empower you with the skills to model game-ready assets. Get ready to dive into the world of 3D modeling with Houdini!
Get Axe file
- siver.gumroad.com/l/lrnut
Island generator tutorial
- siver.gumroad.com/l/gdgkp
Timestamps
00:00 Intro
00:27 Load Reference image
01:28 The Curve tool
09:03 Convert curve
11:35 Define main shape
24:55 Create middle metal plate
26:13 Subtract plate from main shape
28:42 Add in other details
29:26 Bevel/Chamfer plate
30:55 Match plate with eachother
32:35 Create top plate layer
35:19 Subtract from main shape
36:06 Add details
37:10 Thickness and bevel
38:03 Optional: Rough subd model
39:35 Merge and match
40:50 Create Handle shape
42:57 Define handle shape and grip
52:02 Merge and match
52:38 The bolts tool
57:38 Re-use bolt setup
1:00:20 Add unique value per object
1:02:57 Make Highpoly
1:05:12 Make Lowpoly
1:07:06 Final result and outro
zhlédnutí: 10 634
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Dude you're a genius!
Hi Simon,firstly awesome tutorial. QUESTION: how do we replicate this in Unreal now that Apex has been deprecated? Thanks in advance
Can the chunks for the pillar interact with physics objects in unreal once the animation is done?
How do we do this in Unreal 5.4 since Apex is deprecated?
Great
Hey mate, any plans to create the Houdini > Blender tutorial that you mentioned you might do if there was enough interest?
So much information. Thank You!
amazing tutorial!! I learned so many new things! thank you very much!! looking forward to more procedural modeling tutorials!
Would it be possible to do this in construction script? Use the output curves to create some basic roads in unreal
this is Soooo Satisfying man :D
Hello I have a little issue. I got stuck at 10:48 because I couldn't find the labs split. It seems my tab menu is incomplete. Is there any way to fix this?
probably won't ever use houdini for modeling but this is definately good practise for getting comfortable with SOPS
does this work for the latest houdini
0:52 how did you change views like that so quickly?
thank you Great video.
How did you get to the fracturing option at around 2:14? When I open my model in the content browser I see no such icon, I was trying to apply this to a rectangle I had imported from Blender.
It’s better, of course, to do this in Plasticity :)
The woman lauging at the antics in the background is great - I dont know how everyone else kept a straight face 😂
Stunnin!
How to send feathers to unreal engine 5.4?
how can I randomize the floor count and create random copies
Is it possible to have the liquid simulation transparent ?
Can I export 100k packed object please help me
Для новичков и полных нулей очень сложно без пошагового создания.
Побольше таких простых вещей)
Out of interest is there a way to import houdini constraints like glue directly into ue5?
Can the fractures be calculated at runtime such that the fracture pattern is not the same every time the game is played
Can the fractures be calculated at runtime such that the fracture pattern is not the same every time the game is played
This is how you condense a 1 hour course into a 8 min video for youtube! Nicely done. Super beginner friendy, thanks.
Nice, liking all the videos to let youtube know how nice this is
Nice! In blender you need 19282731 nodes to do just that😂
Good sir, I don't think you realize how much you have just helped me :) THANK YOU!
hey Simon ! Is there any way to import detruction fbx into Chaos Geometry Collection ? I haven't found a way to do this. It is important for UE5🥲
more like this please 🎉🎉🎉
Hey Simon! Thank you very much for this one! I took some knowledge from this and tried to incorporate it into my own HDA. Instead of Box i used Add sop to create points. Do you by any chance know how i could add gizmos/handles to show for every point i add in Unreal? I tried referencing them using Indie-Pixel bridge tutorial but it ain't working . I assume having fixed amount of points is something totally different than dynamic one.
At the last part of the video I show the add node to place the elements but to get that in unreal is more tricky. You can try using a curve/spline in Unreal and only get those points to spawn the props
thanks for the tutorial man, for some reason I do everything as you do, but once i connect world position offset in the material, everything dissapears. any idea why?
Funny when the make this look new even this is as old as unreal 4.19 even older😂😂😂
Awesome tutorial, thank you Simon!
Это топ!
It would help if you can give info on why you would want to use different approaches. For example, about UV Texture you basically say "you can use this in a variety of ways" ... ok ... so why would you use it versus some other node? Just something to keep in mind for future videos .... it's better to give a little more info sometimes.
Simon, thankyou for a brilliant modelling tutorial. It's a very complete education in so much of the underlying understanding of Modeling within Houdini. I've been using it to learn Alexey Vanzhula's Modeler as everything you show is transferable. I was wondering about the texture files you provide via Gumroad as their UV layout doesn't match the included hip file where you have UV's on the proxy but not the hi-res. Are you planning an additional tutorial to cover the texturing & a lighting/render setup in Houdini too to finish the Axe project?
woow the lights technique is really a good idea
Man, I was looking for just a tutorial on how to get the curve working, and the tutorial answered my second question about how I'd get a camera and light to follow the curve too!
Can you share project files ?
Pretty helpful tutorial, up to the point that the interface has completely changed on the newer labs nodes so it gets a bit confusing how to proceed, as I don't get the expected results on the preview.
I'm wondering, is there a way to have a dynamic mask, that would read the height of a map and adjust the line accordingly?
Thanks Simon, I have a problem though, I have Houdini20 commercial and Im a new user. I tried importing the simple chain tutorial from the Houdini channel but I dont get a spline actor in my houdini asset instance in the engine. So I came here to try your basic spline tutorial and I get the same result, an empty Houdini asset component with no spline. I tried downgrading the curve as suggested in other videos, that didnt work.... The only difference I see from my houdini graph to yours is that I got a Subnetwork input when I created the network\digital asset.... Anyone have any ideas?
I love you ! Thanks for that !
how do you scatter different dominos along that path ?
learn alot quick and easy. Thank you