Procedural Asset Production
A Comprehensive Course on Procedural Tool Development for Game-Dev Pipelines.
This Masterclass consists of multiple in-depth lecture modules, focusing on powerful and interactive world building tool design for games and architectural visualization.
The main project of the course consists of a toolset that allows designers to create a fully playable, art directable, highrise building for the Unreal Engine.
The building is complete with exterior and interior decoration and various styles of rooms and tile sets. Using both instancing and geometry generation.
The course is designed in such a way that it will allow entry for any level of Houdini user: from complete beginners who want to learn how to use Houdini for their personal project, to already established professionals who want to expand their skillsets.
Whatever your goal in mind, this masterclass will take you there.
Each module of the course focuses on a different Houdini centric skillset and understanding of the Houdini software. Together, these will accumulate into the professional competencies that you require to be a Professional Houdini Technical Artist.
Modules, as they are released, will gradually increase this competency.
We start with the early “Foundation” and “Ascension” modules of the masterclass. These modules introduce simple beginner level procedural assets that produce elements such as a functional elevator and a versatile stairwell tool for the Unreal Engine.
As the course progresses into later modules, it ramps up the skill level and teaches you how to integrate these and other Houdini Digital Assets into a much larger Procedural Pipeline.
Topics the Procedural Asset Production Masterclass covers range from:
The “Foundation” module is available for free on the E-Houdini Academy YouTube page. It covers how to create a simple procedural office building tool.
Module 2 focuses on the elevator and staircase asset, then assembles them using prefab instances in the Unreal engine.
Module 3 focuses on the start of the main building assignment. We create an editor toolset to create complex multi-story high-rise buildings. It is followed by the creation of a Tile-set builder and Tile instancing toolset to dress up the exterior façade.
Module 4 further expands upon the main building assignment by creating a toolset to define its interior layout of corridors and rooms. We also install the elevator and staircase assets created earlier in the course to allow the player to fully traverse the interior of the structure. Finally, we work on a catwalk building toolset to help us build customizable interior Atrium style spaces that can be installed into the main building toolset as well.
In Module 5, we start on a toolset to procedurally define and place sets of props and decorations in the atrium space. We do this using a manual Prop Placement tool. This module focuses heavily on Python scripts to enable customized user interfaces (Python Viewer States).
Module 6 further expands upon the prop placement toolset by developing a fully procedural editor, allowing a user to define prop placement presets for room layouts such as hotel rooms. It can then be loaded into a 3D space to automatically populate this space with objects and furniture. We then take this Procedural Prop Placement toolset and install it into the Atrium and main building assignment to allow it to procedurally decorate the entire structure.
Each module expands upon the previous, adding to the larger Masterclass project in stages.
This FREE module serves as the best entry point for any aspiring Houdini Technical Artist.
It covers the basics of Houdini and it’s interface and is suitable for complete beginners to Houdini.
Follow this module to learn how to use Houdini’s node language to build a simple tool that constructs procedural office buildings.
We will cover procedural modeling, UVs, texturing and how to install instances to bring everything into Unreal using the Houdini Engine plug-in.
It also had homework assignments to make sure the topic was understood before moving on to the next lessons. It felt like a treasure chest of knowledge that gives Ubisoft employees an advantage over other companies.
After 40 hours of training, I spent roughly 80 additional hours refining the system at home.
It beat all the other paid expensive Houdini courses for sure.
When I was blocked, I contacted him and he responded He had patience to explain everything in detail, to make sure that I understood and I can continue from that point on my own.
Great mind, great character.
I recommend him as a tutor due to his strong pedagogic skills that has proven over the classes ! I recommend him as a co-worker due to his ability work in a team, with the team.