UE Character Rigs from Houdini that Actually Work!

Step by Step guide to custom Character Rigs created in Houdini that are exported into Unreal Engine 5 with working Modular Control Rig Blueprint! It's hard getting custom rigs to work smoothly with UE's Modular Rig BP and in this video, I'll show you valid and invalid techniques of creating the rig so you'll know how to correct the errors when you come across it in your own projects!

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Portrait Lighting for Storytelling in Karma Houdini

In this video, I go over some basics of lighting and show you some techniques that will make your character lighting level up! Getting that twinkle in the eye and positioning lights in just the right position will produce amazing results! The examples are done in my favorite program Houdini and Karma, but the lighting concepts can be applied to any 3D software, like Unreal Engine or Blender!

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Delicious Textures with Adobe Substance Painter & Houdini!

In this video, I'm going over a few techniques of texturing to get you realistic and high quality details in your assets. Then I'll render it in Houdini with Karma renderer. I'll go over Image Projection Painting, Photogrammetry, Substance Painter, and tips on when to use Image Projection vs Photo scanning for different types of projects.

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Create a UE Playable Character with Houdini Animations

In this session, I'll demonstrate how to export a character rig from Houdini into Unreal Engine and replace the default mannequin playable character in UE with our custom character rig. I'll export the procedural animations from Houdini into UE and the whole process doesn't require retargeting because the skeleton rig was created from scratch in Houdini!

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Is Houdini catching up to Maya? APEX vs the King of Animation

I've been playing around with Houdini 20's new APEX feature ever since I tried out the chicken rig that was made with APEX (one of SideFX's APEX demo projects). APEX is very powerful! I was already obsessed with KineFX in Houdini, APEX is like the cherry on top of the ice cream, completing the whole animation job. What I use to try to do in KineFX is now very simple and easy in APEX. Join me in a Live Stream and I'll show you what I've learned and what NOT to do when dealing with APEX. I'll also show you what I've been working on, brushing up some of my zbrush sculpting skills and rigging it in Houdini with KineFX and building Control Rigs using APEX! Then add simulations just because we can!

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Water Rendering in Karma

I'll be exploring some of the things I've learned rendering water in Karma and sharing some fun facts with MaterialX (mtlx) & VEX shaders in Houdini. I'll also go over the Chicken rig found on SideFX's Content Library just for fun. This will be a casual live stream and a bit of a teaser for the upcoming long form video on rendering water in Karma that I'm currently still preparing.

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Houdini's Karma Material Generator - A Game Changer

Releasing my Houdini HDA Karma Material Generator Tool! This changed my workflow and allowed me to work more efficiently. I don't have to bogged down by creating tedious Karma Materials over and over again, literally just feeding image filepaths into Karma material parameters again and again. If your scene has 1 or 2 materials, it won't seem much of a hassle, but when your scene grows larger and you find yourself creating dozens of materials, you'll find this HDA very handy and a HUGE time saver!

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Intro to Karma and Solaris in Houdini

I finally got into Karma and it's really fast! The only thing that was ever holding me back from learning Karma was I didn't understand how Solaris worked, but I finally got over that and it feels great! It's so sweet to create things in Houdini and just render it out in the same application. I don't need the hassle of exporting the geometry to another app and debug all those exporting issues. And after doing a lot of test scenes with Karma, I am very impressed! Everything looks really good!

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Intro to MetaHuman in Unreal Engine & Houdini KineFX for Animation

In this video, I'll go over some basics of Epic Games' MetaHumans, more of an introduction showcasing the features and existing products that augment the MetaHuman animation for ease of use and performance. I start off by showcasing a short animation video I did using MetaHumans and breakdown on how I did it and what tools I used. This is where I feel Unreal Engine and Houdini will shine when used together.

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Getting into Unreal Engine 5 with Houdini - Technical VS Artistic Choices

In this video, we'll look more into Unreal Engine 5 and see how quickly it is to setup a themed background that's ready for lookdev for the main star of the show. I'll explore different design decisions we make in Houdini when creating digital assets to be used in UE 5. We need to keep in mind what we're creating and who will be using the asset when deciding which parameters to expose from Houdini to UE.

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Houdini to Unreal Engine 5 - Transferring Assets

In this video, I go over some basics of how we can use the HoudiniEngine to get our Houdini made assets over into UE 5. This is a quick start and I'll be focusing some of the time describing how to create a HDA in Houdini and bringing that over to UE 5. And I'll be going over some really basic UE 5 User Interface for those Houdini users that are just getting into UE.

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Cinematic Destruction Basic Concept #6C - Materials & Textures

This is the last video in the series of RBD Deformation! I demonstrate how to the UV’s are set up in Houdini that preps the geometry for Substance Painter so we can create some nice fancy textures for rendering in Redshift.

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Marvelous Designer to Houdini - Part 4 Vellum Solver

This is the fun part! In this video Part 4, I continue from Part 3 and we finally get to simulate in Houdini's Vellum Solver after all getting the clothing generated in Marvelous Designer into Houdini with all the setup that we went through in Parts 1-3.

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Marvelous Designer to Houdini - Part 3 Export & Import Settings

In this video, I go over the parameters on exporting from Marvelous Designer and import setup in Houdini. I'll show you what it looks like when the clothing model is incorrectly imported so you can develop a keen eye to debug your own scenes in the future.

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Marvelous Designer to Houdini - Part 2 Posing in MD with Kine-FX

I continue on from the previous video with the Marvelous Designer to Houdini workflow and demonstrate how to pose characters to get those perfect wrinkles in your clothing. We'll pose them in Kine-FX in Houdini and export the pose into Marvelous Designer.

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Marvelous Designer to Houdini - Part 1 Character Export Settings

In this new mini-series, I go over the workflow on how to take the clothing asset models from Marvelous Designer and get it into Houdini so that it works with the Vellum Solver. I also go over how to get rigged characters created in Houdini into Marvelous Designer.

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