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Intro to Track Building
Part 2
Course Description
Building roads and tracks for video games is something that always presents itself at some point in a lot of game development projects. Throughout this course we are going to look at ways we can use Houdini to develop a set of Digital assets that help with the creation of a simple Oval race track that you can use in your racing game endeavors. By the end of this course you will have learned how to develop multiple OTL digital assets, which greatly speed up the level layout process and allow for ultimate flexibility with regards to iterating on your level design. While also learning more advanced Houdini Digital Asset setups, like Handles, and dynamic UI.
Course Details
Difficulty: Intermediate
Total Lessons: 9 Lessons
Running Time: 02:11:14
Date: 1/15/15
Related Courses
Intro to Track Buidling Part 1
Course Lessons

7. Announcer Booth Part 1

Lesson 7, Announcer Booth Part 1
Every race track needs a place for the announcers sit and announce the race. In this lesson we will begin the process of making a simple announcers booth as a separate asset, so it can act independently from the oval track asset. This begins the process of developing a set of assets that empower the level layout process.

8. Announcer Booth Part 2

Lesson 8, Announcer Booth Part 2
With the Supports structures made for our Announcer booth, let’s take a look at how we can create the booth itself.

9. Creating Light Post Tool Part 1

Lesson 9,  Creating Light Post Tool Part 1
Now that we have most of our major structural tools developed for our Oval Race Track system, let’s start to add some smaller more detail oriented tools / Digital Assets. To begin this phase of development, let’s create a procedural light post tool that allows one to place a bunch of light posts using a curve.

10. Creating Light Post Tool Part 2

Lesson 10, Creating Light Post Tool Part 2
One of the more powerful aspects of creating Houdini Digital Assets, is that we can create interactive handles, which empower users of the tool, too modify values without having to use the parameter pane. The user can tweak values directly in the scene view, making the design process much more interactive and flexible.

11. Creating a Guard Rail Tool Part 1

Lesson 11, Creating a Guard Rail Tool Part 1
To continue our Detail phase of our Oval Track, let’s look at how we can create a Houdini Digital Asset that will generate a guard rail for us. This first part of the Guard Rail lesson, will build up the foundation for part 2.

12. Creating a Guard Rail Tool Part 2

Lesson 12, Creating a Guard Rail Tool Part 2
In this lesson we will finish up our Guard Rail asset, by cleaning up the graph and completing the User interface for the asset.

13. Creating the Tire Tool

Lesson 13, Creating the Tire Tool
As a nice final touch we will create a simple Digital Asset that will generate a tractor tire and place tires onto points on a curve.

14. Texturing and UV’s

Lesson 14, Texturing and UV’s
With our whole track system modeled out and separated out into individual tools, let’s take a look at how we can include textures and materials with our Digital Assets, as well as apply uv’s to our roads.

15. Wrapping Up

Lesson 15, Wrapping Up
To conclude the Intro to Track building Course, let’s test out and debug our tools to make sure everything is work as it should. This is a very important step in the process of creating Procedural assets with Houdini.