Dragon Ball's Kaito Planet Tutorial Unreal Engine 5 and Houdini 19.5 for FREE on Youtube! (+13h)

Adolfo Reveron
3D for Videogames COURSE

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Are you a fan of Dragon Ball and interested in creating stunning environments for video games? Are you anxious for Dragon Ball Z - Budokai Tenkaichi 4 game release?We are excited to announce the release of our extensive 13+ hour tutorial series on Houdini 19.5 and Unreal Engine 5 for free on Youtube!
We will explore the intricacies of creating foliage procedurally. Inspired by Dragon Ball's Kaito Planet, this tutorial is a must-watch for anyone interested in Houdini for video games. Best of all, it's completely free! In this blog post, we'll provide an overview of the course and highlight some key topics covered in each section.

Section 1: Workflow Overview
In this section, we start by providing a comprehensive overview of the workflow involved in creating the Kaito Planet environment fully procedurally in Unreal5 with Houdini 19.5. From creating the Highpoly, exporting FBX files and maps to finally importing assets into Unreal Engine. We´ll cover all the steps involved, including working with card-based high-poly curves and bending techniques

Section 2: Procedural Texturing Techniques
Learn how to add procedurally generated textures, written to disk in the blink of an eye- to your foliage uassets (Static Meshes and Foliage Types) in this section. We will explore the process of applying diffuse textures and dive into more advanced topics such as light casting, SSS (Subsurface Scattering) map creation and roughness among others. Our saying: 'If you are able to draw the workflow for generating 3D assets, you understand it. If you understand the workflow, you can bring a Houdini process or tool (HDA) to life! Keep in mind, the point is creating powerful Houdini generators (Houdini Foliage Generator, Vegetation scattering Generator, etc- to make the 3D Vegetation Artists' life easier.
All these procedurally generated foliage uassets will be used to cover Kaito's Planet with beautiful grass.
All the rendered images and beauty shots are procedurally generated from start to end!
Section 3: Procedural Highpoly creation, Map Baking and Asset Design
Learn to bake maps procedurally, starting from the procedurally generated Highpoly of the foliage asset and baking it to alpha cards. This is the main approach for creating foliage for videogames (especially grass and bushes), and it is key to understand its importance in game development and open world production. We guide you through the process of creating procedural UVs, designing high quality HDA interfaces (Houdini Digital Assets) -whilst keeping the audience for our tools in mind: 3D Artists and Vegetation Artists. We will cover how to drive artistically procedural masks -like light-based /ray casting masks, top-down gradients, curvature, cavity etc and tailor them as custom Houdini attributes so you can bend them to your will. Do you imagine creating these masks...and then enhancing them with a few lines of VEX?
You'll gain invaluable insights into dealing with these masks in order to create fully procedurally generated assets for a seamless gaming production experience.
Section 4: Spawner and Instancing Houdini Generators running in Unreal Engine 5
Instancing uassets inside Unreal Engine 5 with Houdini is a crucial aspect of game production, and we devote an entire section to explore its intricacies. Starting from the previously generated foliage uassets, we'll learn how to place, scale and orient them with Houdini. You'll learn how to populate entire worlds in the blink of an eye.  Unleash your creativity as you experiment with scaling, random instances, and additional features.
Did we already mention all these is provided for free?
Section 5: Procedural modelling Techniques
In this section, we focus on creating the characteristic Kaito Planet path, the one where Goku trains endlessly! We´ll learn how to assemble the path...out of existing brick uassets living within your Unreal Project! That means that you'll learn how to manipulate existing uassets and export a lightweight point cloud out of the Houdini HDA. These points will hold all the required Houdini>Unreal attributes to properly place, orient and scale the bricks.
You'll also deal with flattening geometry to UVs, measuring primitives, and creating metapoints (wait...'what is that?') 
Also, creating custom groupings, modeling procedural walls, creating curtains and roofs...we'll also create a couple of Houdini Building Generators!

This free Houdini 19.5 free tutorial provides with step-by-step guidance on designing, exporting assets and importing them into Unreal Engine 5, , since the very beginning!
You can create your own Dragon Ball Z - Budokai Tenkaichi 4 game version in Unreal in case you can't wait for the release date! ; ) 
Don't miss the chance to exploit your creative potential with our comprehensive Houdini tutorial series inspired by Dragon Ball's Kaito Planet. Gain expertise in procedural foliage creation for video games, become Houdini Technical Artist, unleash the power of Houdini 19.5 and combine it with Unreal Engine 5. Whether you're a seasoned artist or an aspiring game developer, this free tutorial offers practical knowledge. Don't miss out on this opportunity to create immersive environments that transport players into the world of Dragon Ball. Start watching the tutorials today on our TechArtWorlds Academy YouTube channel and embark on a journey of game development
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