This course is in-depth lecture on how to render realistic materials using Houdini and Arnold.
READY FOR YOUR NEXT CHALLENGE? IT'S TIME TO TAKE YOUR FX TO THE NEXT LEVEL.
Welcome to the Procedural game environment class with Unreal Engine 4 and Houdini! This course is packed with expert insight, technical skills, secret tips, and the black arts of procedural environment design that will help you level up your environment design and art skills to a whole new level! All Packed into a compact 14 hours of content that would be impossible to get anywhere else
Throughout this course we will look at ways in which we can begin to insert procedural modeling workflows, using Houdini 16.5, into your everyday modeling pipeline. We will learn how we can speed up our traditional vehicle modeling tasks using Houdini Digital Assets, procedural techniques, and Houdini's surface operators. By the end of the course, we will have walked through how to create the Dropship model, how to generate the terrain seen in
LEARN THE ADVANCED WORKFLOWS REQUIRED TO CRAFT PRODUCTION-QUALITY DESTRUCTION FX
In this tutorial, Generalist James Miller takes an in-depth look at designing, lighting and compositing a landscape environment from beginning to end. Starting with Houdini's terrain tools, he builds up the landscape to fit the desired natural formations taken from photo reference. Following this, he imports this asset into Clarisse and takes a look into project construction, material building, and asset importing.
CREATE PHOTOREALISTIC LARGE SCALE LANDSCAPES USING HOUDINI
Rebelway – Explosion Fix In Houdini
In this video we are going to walk step by step through the creation of the Firewatch Base Tower. This is part of the on-going Firewatch project where we are going to build a complete level using Houdini, Unreal and the Houdini Engine V2.
Creating a large ocean simulation doesn’t need to be daunting. This 3.5-hour introductory workshop by Danny Barnhart provides an overview of the Ocean Toolset in Houdini and reveals how to bring your own ocean environments to life. He talks through the basics of using ocean spectrums and how each parameter relates to the resulting animated ocean surface, beginning by creating a large ocean surface to show how to layer a variety of spectrum
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