@@SegaMegaLoh depends what you want to do in terms of modeling. If you just want to make one of box models, maybe not the best. But if you want to make setups that can generate 1000 variations of a model, then that's were it would be super useful.
@@TimvanHelsdingen Hmm, if i want to model game ready guns? I saw some videos on youtube how people did it, but i don't sure that it worth to learn such a complex software for that. I just like the node approach. When you can change your booleans, some other parameters on fly and get the final result in no time. It looks great but hard to learn..
Great tutorial, love it. Could be opted though, so here's my short take on how(at least for the planks) Simply make a low-poly branch where the box has fewer polygons and bevel only sharp edges. Then use ray to snap to the high-poly version, then bake it. Works really well. Givs few polygons and good quad geometry. Just make sure to link parameters to the first box shape if you want to be able to tweak things.
This is great - I really love videos like this - very inspiring. I'm an UE developer and also do some tv graphics who has used 3dsmax since about 1998. 3ds is clunky but I know it well enough to do almost anything. I bought the 2 year Houdini Indie license on Steam and try to do any new projects in Houdini but inevitably have to switch around. These types of videos are really handy for inspiration though, and I hope to make the full transition soon!
The Guard Tower series is from Indie Pixel, definitely check out his channel too for more stuff like this. Tons of great learning material out there right now!
Isn't this a not very optimized way to create game props ? I mean overlapping pieces of geometry, with all the polygons on the inside of the model that are not visible but still have to be processed by the game engine ? (sorry if this is a dumb question, im a noob and not sure how this works lol)
Every time I see a video from you guys I want to jump ship and learn Houdini. What a wonderful piece of software.
DO IT
I want the same, but i don't know is it good just for modeling?:)
@@SegaMegaLoh depends what you want to do in terms of modeling. If you just want to make one of box models, maybe not the best. But if you want to make setups that can generate 1000 variations of a model, then that's were it would be super useful.
@@TimvanHelsdingen Hmm, if i want to model game ready guns? I saw some videos on youtube how people did it, but i don't sure that it worth to learn such a complex software for that. I just like the node approach. When you can change your booleans, some other parameters on fly and get the final result in no time. It looks great but hard to learn..
cool ! these procedural damage technics will save a lot of time
thank you for this tutorial, I learn a lot.
Great tutorial, love it.
Could be opted though, so here's my short take on how(at least for the planks)
Simply make a low-poly branch where the box has fewer polygons and bevel only sharp edges. Then use ray to snap to the high-poly version, then bake it.
Works really well. Givs few polygons and good quad geometry.
Just make sure to link parameters to the first box shape if you want to be able to tweak things.
This is great - I really love videos like this - very inspiring. I'm an UE developer and also do some tv graphics who has used 3dsmax since about 1998. 3ds is clunky but I know it well enough to do almost anything. I bought the 2 year Houdini Indie license on Steam and try to do any new projects in Houdini but inevitably have to switch around. These types of videos are really handy for inspiration though, and I hope to make the full transition soon!
The Guard Tower series is from Indie Pixel, definitely check out his channel too for more stuff like this. Tons of great learning material out there right now!
I just checked it out and it looks great, I am starting it now. Thank you so much!
Cant find this tutorial by Indie Pixel. is it Paid?
awesome :)
After watching this : 3ds max has tyflow , maya has Xgen ,Yeti , ornatrix , houdini is god , it has everything
the attribute noise is total different from Houdini19, could you expalin how to set it up with the houdini 19 update? thank you
Isn't this a not very optimized way to create game props ? I mean overlapping pieces of geometry, with all the polygons on the inside of the model that are not visible but still have to be processed by the game engine ?
(sorry if this is a dumb question, im a noob and not sure how this works lol)
Geo was remeshed from voxels, which removed any intersecting pieces
@@lonequark2224 Oh now i see, thanks
Houdini > Mixer > Unreal