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Michael Pavlovich has recently shared a free series of short introductory videos on Houdini GameDev Tools to help 3D artists create their own automated pipeline for asset creation in minutes.
Welcome to the Houdini Game Dev Toolset series! After watching these short introductory videos, you’ll be able to create your own automated pipeline for asset creation in minutes. With just a few nodes strung together, you will save yourself literally hours of work, going from high res source to engine-ready asset in no time. And the best part: Once you’ve set up your network, you can batch through any assets you create in minutes, dialing in parameters as needed to give you optimum results. If you’re new to Houdini, don’t worry–this series acts as a great introduction for absolute beginners into the world of node-based procedural workflows. We’ll even cover all the licensing options, from absolutely free to the full Houdini FX license, and everything in between! 31 short videos, 2 hours total. Includes the demo Houdiniator and HoudiniScope .ztl and .fbx files.
Here are details on the first 10 videos in the series:
001 Houdini License And Installation: We discuss where to download the latest version of Houdini and how to install it, as well as which licensing option will be best for you.
002 GoZ Installation: Installing GoZ in Houdini to allow direct file transferring from ZBrush. Since you may not be using ZBrush for your source assets, we go over .fbx importing later in this series.
003 Game Dev Tools Update: Making the Game Dev Toolset shelf visible, as well as making sure we have the latest and greatest versions of the Game Dev Tools installed.
004 FBX And GoZ Export: Exporting an .fbx file from your source program if you’ve completed your model outside of Houdini, or if you’re using ZBrush, using the previously installed GoZ bridge to send your model directly from ZBrush to Houdini.
005 FBX Import: Using File and Geo nodes, we discuss multiple ways to get .fbx files into Houdini for processing.
006 Blast Node: We’ll use the blast node not only to remove unwanted sections of our file, but also as a way to split our file so we can process parts separately.
007 Transform And Polycount: We discuss basic transform node functionality, as well as multiple ways to view the properties of a node, such as displaying the primitive and point count in the bottom of the viewport screen.
008 Manual Voxelization: We’ll use VDB nodes to convert polygon geometry to voxels and back again, while discussing parameter functions for these nodes and how they affect the outcome of the resulting geometry.
009 Game Dev Voxel Mesh: This time we’ll use the GameDev Voxel Mesh node to voxelize our source geometry, and discuss how to utilize the built in parameters to ensure you’re getting the ideal volume and details before you move on to polyreduction.
010 PolyReduce: We’ll go over the basic parameters of the PolyReduce node, including how to dial in your optimal geometry resolution using the Quality Tolerance function. We’ll also discuss how to reduce subdivision geometry in a way that will maintain your existing edge flow with Preserve Quads, and how to eliminate the creation of long triangles with the Equalize Lengths function.
You can find the full breakdown of the series here.