- Introduction
- Dropship Demo
- Introduction
- Creating Houdini Projects
- Setting up the Orthgraphic Grid Graph
- Assigning Materials to the Orthographic Grids
- Creating a Houdini Digital Asset for the Orthographic Grids
- Exploring HDA Properties - Bonus Video!
- Introduction
- Blocking - Part 1
- Blocking - Part 2
- Blocking - Part 3
- Creating a Mirror and Clip HDA
- Introduction
- Major Shapes - Part 1
- Major Shapes - Part 2
- Blocking in the Engine Mounts
- Introduction
- Major Shapes - Part 1
- Major Shapes - Part 2
- Using Booleans for Complex Shapes
- Placing the Engines
- Copying to Points
- Introduction
- Creating the Main Strut
- Creating the Pivot Widget
- Creating the Suspension Arms
- Completing the Suspension Arms
- Creating the Foot
- Creating an HDA to Handle Cable Creation
- Cable Creation - Part 2
- Introduction
- Adding Panel Lines with Booleans
- Panel Lines - Part 2
- Panel Lines - Part 3
- Compound Booleans
- VDB's and Smoothing
- Introduction
- Creating the Cockpit
- Detailing Continued
- Creating Sci-Fi Piping
- Sci-Fi Piping HDA
- Procedural Piping
- Creating Sci-Fi Widgets and Placement
- Introduction
- Outer Casing - Part 1
- Jets - Part 1
- Jets - Part 2
- Engine Mounts
- Introduction
- Understanding the TopoBuild Node - Part 1
- Understanding the TopoBuild Node - Part 2
- Re-using Topology
- Jet Engine Re-Topo
- Final Results
- Introduction
- Using the UV Flatten Node - Part 1
- Using the UV Flatten Node - Part 2
- Layout and Packing
- Automatic UV's
- Introduction
- Grouping Primitives by Material Type
- Assigning Vertex Colors
- Exporting to FBX and OBJ
- Introduction
- Importing te Geometry
- Creating Materials in Unity 3D
- Terrain Overview
- Working with the Post Processing Stack in Unity 3D
- Introduction
- Importing the Geometry
- Creating the Materials in Unreal
- Working with the Post Processing Volume in Unreal