Intro to Procedural Modeling with Houdini (Udemy.com)

Procedural Generate Geometry with Houdini!

Created by: Gametutor :-)

Produced in 2015

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What you will learn

  • Utilize the Powerful Houdini Node based Workflow
  • Understand how to connect nodes together to create procedural systems
  • Build your own procedural models for use in your own game projects

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Quality Score

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Overall Score : 78 / 100

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Course Description

Houdini is a very powerful 3D software application that has the ability to create procedural assets for Movies and games. It is more widely known in the movie industry but it is becoming more and more integrated into the game development pipeline. Throughout this course we will cover the crucial information to make anyone successful in their procedural modeling adventures, using Houdini.With each lesson we will take you from beginner to a Houdini modeling expert by covering some of the basic nodes that every procedural modeling graph begins with. The course will begin by walking through each of the basic primitives available so that you have a good understanding of the types of geometry you can start with. As we move towards the middle of the course, we will take a look and learn how to set up common procedural algorithms, that produce the procedural models you see in games and movies today!Finally we will close out this course by performing a small procedural modeling project. We will create a procedural staircase, that allows you to change the number of stairs, the height, width, and depth of the stairs, as well as the colors of the stairs. By creating this proceudural project, you will get practical training in a procedural modeling pipeline. Who this course is for:
  • If you have any desire to want to make procedural models
  • If you have a drive to want to begin using the Houdini 3D package
  • If procedural modeling is something you have always been interested in but didnt know where to start, then this course is for you!

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Instructor Details

Gametutor :-)

Gametutor teaches the latest in game development and technical art for Unity 3D, Houdini 14, Houdini Engine, C#, and Substance Designer. Gametutor has been teaching industry professionals, online, for over a year and a half, and continues to push the boundaries of game development education.

Noah Kaarbo (Co-Creator / Designer / Entrepreneur), has worked in the Game Industry for over 14 years. He has helped ship over 20 AAA titles, ranging from Halo Reach to countless Forza, Call of Duty, and infamous franchises. He is proud to be contributing his skill sets to Gametutor.

Kenny Lammers (Co-Creator / Instructor / Programmer / Technical Artist) has worked in the Game Industry for over 14 years, for large game companies such as Microsoft Games Studios, Activision Blizzard, Surreal Software, Eline Media and Amazon. He has a deep knowledge of C# programming, Shader Development for Games, General Technical Art Techniques, Modeling, Texturing, and Teaching. He has taught course online, for Digipen, and for the University of Washington.

Our Goal with Gametutor is to bring the highest quality Technical Art and Programming training, to the masses, and show how awesome game development can be!

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Reviews

3.9

7 total reviews

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The volume is entirely to low to understand proplerly.

By on

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Really nice and slow explanations

It's exactly what it says. An introductory course to procedural modeling. He starts with basic concepts and the second part is applying them to solve a problem. It was just what I wanted. I hope I can find follow up courses for more advanced/complicated problems to solve.

Intenso y al grano, muy interesante las mini-actividades iniciales que definen los conceptos, para luego aplicarlos en un ejercicio concreto.

One of the only Houdini courses available on here, but not great. The entire first half of the videos on here are almost inaudibly quiet, he makes a lot of common sense mistakes throughout, and he completely bypasses vital information. As an example, at one point he merges two lines, then directly references the point numbers of the resulting lines in a later node.The problem here is that the resulting order of the point numbers will be completely different depending on the order in which you connect the nodes for the lines being merged. I happened to connect the two lines in a different order, and spent a couple of hours trying to figure out why everything was wrong.As another example, his strange and inefficient approach to creating the stairs leads to the whole network being twice as big as it needed to be. I was able to recognize and correct those things while I followed along as an absolute beginner, so I have a hard time understanding how the instructor couldn't.

Great way to learn the basics!