Modeling an Old West Revolver in Houdini
Modeling an Old West Revolver in Houdini
MODEL A REVOLVER
Learn how to use Houdini’s modeling tools to create an old west revolver. A lot of this work will be
accomplished in the viewport where you will model interactively. Houdini’s node network will be used
for some modeling tasks and to organize your work. The revolver will be created using primarily Polygon
Modeling Tools with a focus on models that can be subdivided at render time. You will therefore learn how
to clean up models that have topology that won’t subdivide properly.
To finish up, learn how to move the revolver into the Solaris context for lookdev and lighting. Here you
will assign materials for the body and handle of the revolver. You will then render out an image of the final
model using the Karma XPU renderer.
LESSON GOAL
Model an old west revolver using subdivision surfaces then render it using Karma XPU.
LESSON
COMPATIBILITY
Written for the features in Houdini 20.5
Houdini Core ✔
Houdini FX ✔
Houdini Indie ✔
Houdini Apprentice ✔
Houdini Education ✔
2
05 Press c and from the radial menu, choose Create >
Geometry > Tube . Press Enter to place it at the origin.
On the Operation Controls bar at the top of the viewport, set:
Orientation to Z Axis
End Caps to ON
Radius to 1, 1
Radius Scale to 0.12
Height to 0.225
Rows to 2
Columns to 48
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following:
Alt-drag in the network view to create another version
of the same tube. On the Operation Controls bar, set the
BOOLEAN
The boolean tool combines shapes to create more complex
geometry. You can union, intersect or subtract to get the
shape you need. You create a Set A and a Set B then apply
the appropriate operation. The shelf tool set up these groups
using the two inputs on the node. You could also feed geom-
etry into the two sides to get the node to function properly. Union Subtract Intersect
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USING SYMMETRY
In nature, you will find repetitions and symmetry that can
help you when modeling a shape. The revolver’s cylinder is
made up of a shape that can be flipped to create one wedge
then rotated 6 times to get a complete shape. The use of
both reflective and radial symmetry will make it easier to
build this shape. You will use the clip node to create the
base shape that can then be refined. Reflect Radial Symmetry
10 In the Network view, press tab > clip and add a Clip node
to the end of the chain and set its Display Flag. In the
parameter pane, set:
Keep to Primitives Below the Plane
Orient Plane with to Transform
Origin to 0, 0, 0
Rotate Z to -30
11 In the Network view, press tab > clip and add a Clip node
to the end of the chain and set its Display Flag. In the
parameter pane, set:
Origin to 0, 0, 0
Direction to 0, 0, 1
Now you can work on this one part of the model and copy it later
using symmetry to get back to the complete shape. This is a great
way to work efficiently when you are creating geometry which are
symmetrical.
Origin to 0, 0, 0
Direction to 0, 0, 1
Select all [n] then press q to repeat the Mirror. Leave this on at its
defaults. Press s to select then n to Select All. Press tab > Copy and
Transform. Set the following:
Rotate Z to 60
Total Number to 6
Now you can see the six bullet holes.
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13 Set the Display Flag on the third clip node. Press n to
select all the geometry. Press tab and from the menu,
start typing Polydraw. Choose the Polydraw tool which adds a
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topobuild node to your network. This will get placed between the
clip and the mirror nodes.
Click on the Split tool [Shift-3] in the Operation Control bar and on
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the front face of the cylinder, click on the first point and then the
MMB- second point and shown here. MMB-click to finish.
click to
finish
1
14 Continue using Polydraw/topobuild to split up the face
as shown in the image on the left. You want to split the
faces to make sure there are only quad [4-sided] polygons.
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When you finish, press Shift - Delete to remove any unused points.
3 It is possible that you clicked somewhere and added a reference
point which you don’t want when you continue modeling.
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15 Set the Display Flag on the first mirror node that creates
the back end for the cylinder. Make sure to select this
node so that it highlights yellow.
1 2
Press spacebar-b to go back to a four view layout. In the Right view
you can see a squarish notch in the cylinder. You want to add some
edge loops to help you create this detail.
From the Polygon shelf, get the Edge Loop tool and add a loop to
the top of the cylinder geometry that aligns with the notch in the
cylinder. Press q to repeat this and add a second loop next to it that
aligns with the end of the notch.
EDGE LOOPS
Edge loops run around a piece of geometry to add topology to your model.
The Edge Loop tool, found on the Shelf and the Tab menu, creates a Poly-
Split node. It allows you to create the loop with a single click whereas using
PolySplit directly would require more than one click. The MMB scroll wheel
can add snap points to create a more accurate split.
You could also create a loop with the Split mode in the PolyDraw/Topobuild
tool by using a Shift click.
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POLYDRAW
Polydraw is a node that lets you create and edit geometry using a single
node without worrying about construction history. You can build from
scratch, use it to edit existing geometry or use it to trace an existing
topology. This shelf tool creates a topobuild node.
Build Slide Split Brush Smooth
This tool has several different modes. Build and Split will be the main ones Shift-1 Shift-2 Shift-3 Shift-4 Shift-5
you use the most but others may come into play. Sometimes PolyDraw adds
points you don’t need. Always press Shift-Delete to clean them up.
17 Select all [n] then press tab > Transform and set the
following:
Rotate X to 30
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Under Pivot Transform set Pivot Translate to 0, 0, 0
2
Select the top two faces shown and press tab > Polyextrude.
Under Extrusion, set the following:
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Transform Extruded Front to ON
4
Transform Space to Global
Translate Y to -0.014
Delete the four extra faces.
Polydraw:
Split 18 Select all [n] then press tab > Polydraw. Choose the
Split mode then use the Scroll Wheel on your mouse to
create three guide points. Use the middle point to snap as you split
the three polygons on the left side of the shape. When you finish,
MMB-click to stop splitting.
MMB-
click to
finish
Polydraw:
Build 19 Now go to Build mode and select the middle point at
the end of the split you just made. Drag it to snap to the
corner of the polybevel.
Next select the top edge of the polygon under the extrusion and
drag it up. Move first to the point on the left and then to the right
and MMB-click to stop. This adds a new polygon and fuses all the
parts together.
Move the corner point around a bit to make sure that they are
connected. Undo once you are sure they are connected.
Polydraw: Polydraw:
20 Now go to Edge Slide mode and select the left edge
HOUDINI FOUNDATIONS
Edge Slide Split of the polyextrude. Move it to the left next to the
neighboring edge.
Choose Split mode then use the Scroll Wheel on your mouse to
create three guide points. Use the middle point to snap as you
create an edge loop at the end of the extruded section.
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Edit:
Move Points 21 Now go to the top end of the extruded shape. Press S
to go to the Select tool then 2 to go to Point selection.
Select one of the points belonging to the highlighted polygon and
press the Move tool. This adds an edit node to the network. RMB-
click on the handle and choose Align Handle > World. Tweak the
point. Turn off Secure Selection then tweak the two middle points
to round out the end of the inset. Do not to edit any of the points
on the shape’s profile.
The goal is to make the shape a bit a rounder.
[Link]
first Edge
C
F
22 Go to the Select tool. Press 3 to go to Edge selection.
Click on the first edge of segment A. Press Shift - A and
click on the second edge to select all the edges for segment A.
B
Press Shift then click on the first edge of segment B then press
A
Shift and A and click the second edge. Use this method to select
G
D
the other segments indicated in the diagram. Be sure to use Shift to
4. Press
Shift - A and select a new edge and Shift A to select a whole segment.
2. Press Click on Edge
Shift - A
Press tab > PolyBevel to bevel these edges then set the following:.
and Click 3. Press Shift Distance to 0.002
on Edge and Click on
Edge Divisions to 2
E
23 Select the edges at the back of the notch and the top
edges on the sides. Don’t choose the lower edges. Press
tab > Crease and set Crease to 2. This will sharpen the shape when
you subdivide the shape.
Press Shift + to turn ON Subdivision display. You can see how some
edges are sharp and some soft. In the viewport, press v to bring up
x x another radial menu. From this menu, choose Shading >Smooth
Shaded. Now you can see the model without the wire lines.
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PART TWO:
Create the Front of the Revolver Body
The front of the Revolver requires a bit of planning to make sure there are polygons where you will need them down the line.
Learn how to create and combine shapes then use Polydraw to fuse everything together with good topology. PolyExtrude will
then be used to build out the shape.
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05 Press c and from the radial menu, choose Create >
Geometry > Grid . Press Enter to place it at the origin.
Press i to dive into the new object. Select the grid node and, set:
Orientation to XY Plane
Size to 0.095, 0.11
Center Y to -0.1
Rows to 7
Columns to 3
This creates a grid that you can use to shape the lower part of the
revolver’s body.
4 5 6
07 Press 2 to go to Point selection.. Select the three points
on the top of the bottom two primitives. Press t to go to
the move tool which adds an edit node to the Network. Move the
points down near the bottom of the shape. Now do the same for
3 Shift-E the next two edges points to align with the background.
2
Now Select the top four points on the left side of the shape. RMB-
click and choose Evenly Space Selection [Shift-E]. Repeat this for
1
the four points in the middle and the four on the right.
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09 Go to the object level and select the three circle_object
nodes and the grid_object node. On the Modify shelf,
select Combine. Now you have the four objects inside one object
with a Merge node tying the four chains together.
Press w to go back to Smooth Wired Shaded to make sure that all
the polygons are facing the right way. If the other shapes need to
be reversed then you can move the reverse node to the end of the
chain after the merge.
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3
HOUDINI FOUNDATIONS
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13 Use the same technique to connect the other open
spaces as shown. There are the two polygons at the top
of the bottom circle and a few on the right side.
In the end, all of the polygons should be connected into a single
shape with three holes in the middle.
Press Shift-Delete to remove any unused points.
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11
18 Select the four faces at the bottom of the original shape.
Press c then choose Model > Polygons > PolyExtrude.
Use the Handle to drag it out to the beginning of the grip.
1 2 3
20 From the Polygon Shelf, select the Edge Loop tool. In the
Right view, add a loop that lines up with the end of the
cylinder then press Enter. Press q to add a second one a little to the
right and a third one to the right of that one.
21 Select the six faces at the top of the area you just created
with the edge loops. Press c then choose Model >
Polygons > PolyExtrude. Use the Handle to drag it up.
Press 2 switch to Point selection and in the Right view, box
select the points on the left side of the extruded shape. Press m
to get the Move tool and drag these points up to align with the
Background image.
22 Select the four faces at the bottom of the top area. Press c
HOUDINI FOUNDATIONS
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PART THREE:
Create the Back of the Revolver Body
To finish up the revolver body, you will create a half sphere and boolean it into the main shape. You will also carve out the
revolver’s gate which will also require another boolean and some tweaks to the points. This will complete the main body of the
revolver which you will use to build out parts such as the barrel and the handle.
01 In the Network view press tab > Sphere. Place the node
down and set its Display Flag. Set the following:
Orientation to Z axis
Rotate Z to 18
Uniform Scale to 0.25
Rows to 12
Columns to 10
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05 Press s to get the Select tool then press 4 to get
Primitive selection and in the perspective view, box select
the primitives inside the shape you just set up. Press tab > Split to
add a split node and turn on Invert Selection.
RMB-click on the first output of the split node and find the PolyFill
tool. Click to place down the node and set its Display Flag. Set Fill
Mode to Quadrilateral Grid. This fills the empty area with polygons.
Select this
primitive 06 Alt drag the polyfill node over to the right. Wire the
second output of the split node into this polyfill.
Get the PolySplit tool and click on the second point at the top then
click about the same distance in on an edge in the middle of the
shape and then tumble around and click on the second point at the
bottom. Press Enter to accept.
Press s to get the Select tool then press 4 to get Primitive selection
and in the perspective view, select the primitive at the top of the
shape
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10 Add a Boolean node in the Network View. Wire the
BODY_FRONT Null node into the first input of the
boolean node. Wire the HALF_SPHERE node into the second input.
Set Operation to Union to bring
the shapes together.
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PART FOUR:
Cleanup Topology
The booleans created a lot of n-side polygons which makes for a messy topology. Learn how to clean up the model using tools
such as PolyDraw and PolySplit. The goal will be to create quad polygons that will subdivide properly down the line. This lesson
will tackle a number of topology issues. You may find more that you can fix using these techniques.
1
01 Looking at the new cutout shape, press tab > PolySplit
then click on once at the top and then at the bottom.
Press Enter to accept and the model will be split from top to the
bottom.
2 3
2
3
02 Tumble around to the revolver’s back looking down at
the model. Press q to do another Polysplit and add a split
from the intersection of the circle with the top. Add a second click
at the centerline then tumble around to add a point on the other
side. Repeat for the second intersection point.
1
03 On the back face, select the 4 edges that run from the
top to the circle. Press Delete to dissolve those edges.
The back faces are all quads so these lines weren’t needed.
Now press tab > Polydraw and Press N to select the whole model
then press Enter. Press Shift-3 to get the Split mode and add two
Select These Edges
edges at the corners to connect the circle to the main shape. At
And each corner click once on each point then MMB-click to complete
Delete/Dissolve Split at these corners the split.
HOUDINI FOUNDATIONS
QUAD GEOMETRY
A clean, quad-based model creates topology that is
easy to work with that provides the best outcome for
subdivisions. In Houdini, these subdivision render at a micropolygon level
which looks great when rendered properly.
However, if you have n-sided polygons there can be kinks and bad smoothing that
ruins your model. In the case of the revolver, creasing also assists in controlling the
subdivision of the model. Bevels can also help with this.
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POLYDRAW: DELETE EXTRA POINTS
When using the PolyDraw node’s Build mode, you are able to place points in
space as snapping guides to assist as you draw shapes. Any un-used points, or
points made by accidentaly by clicking in empty space will become part of you
model’s topology. This has been said a few times already...
It is important that you press Shift-Delete when you are finished using the node
in order to remove these extra points. Even if you are not sure you made any of
these points it is safer to just use Shift-Delete as often as possible.
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08 Press Shift-3 to go to Split mode Split from the
intersection points to the back of the shape. You can
again use the Right and Left views to split them straight to the back
then reconnect them on the back face.
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PART FIVE:
Create the Barrel
When you modeled the front plate of the revolver body, you used three rings that will now be used to create the barrel. PolyEx-
trude will bring out this shape and add enough detail to accommodate some of the smaller parts such as the sight. Because this
is being extruded from the main body, the barrel will be well connected to the overall shape.
01 On the front face of the shape, get the Select tool and
press 4 to get primitive selection. Select one primitive
on the inner ring then press Shift-A and MMB-click on a second
to select the whole ring. Press Shift and select a primitive on the
smaller ring then press Shift-A and MMB-click on another primitive
to select the second ring.
Press Shift and select the primitive that connects the two rings to
complete the selection.
5 4 3 2 1
3 2 1
PART FIVE:Create the Barrel
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05 Press 4 to get Primitive selection. Select one of the
primitives inside the hole shown here. Press Shift-A and
MMB-click on the next primitive. This will select the whole ring.
Press Delete to remove these faces.
Press 3 to get Edge selection. Double click on the edge of the circle
and press tab > Polyfill. Set Fill Mode to Quadrilateral Grid.
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10
settings:
Press 4 to go to primitive selection and select the newly
created shape. PolyExtrude the sight with the following
Divisions to 3
Press 2 to get point selection and in the Right view, edit the points
to reshape the sight as shown here.
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PART SIX:
Model the Trigger Guard and Handle
To create the Trigger guard and the handle, you will learn how to use tools such as PolyBridge. There will also be various edge
loops, polydraws and tweaked polygons along the way. Some of these steps will be repeated from earlier in the lesson but
practice makes perfect and each of these parts of the model come with their own challenges.
01
Shaded.
Turn off the cylinder then dive into the body object. Turn
off Subdivision display and set display to Smooth Wired
Add a Box node to the network and set its Display Flag. Set the
Template flag on BODY_OUT so you can see the existing model.
On the new box node, set the following:
Size to 0.1, 0.01, 0.38
Center to 0, -0.187, -0.0625
Rotate X to -6.5
Axis Divisions to 5, 2, 2
1
2
3 4 5 6
Start Tumble to show the bottom of the shape, select the 2 primitives
labeled as start. Press Enter. Now select the 2 primitives labelled as
end. Press Enter.
In the Parameter pane, set the following:
End
Divisions to 20
Spine Shape to Curved
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05 On Pairing tab, set: Implicit Pairing to Use Edge Counts
On Footings tab, set:
Under Depart set Depart to Along Explicit Direction
Under Destination set Arrive to Along Explicit
Direction.
This will orient the bridge properly. You may need to tinker with
handles to get the exact shape you need.
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10 Press 4 to go to Primitive selection. Select four primitives
from the bottom as shown then tumble around and
select the same four from the top. Delete all the to create an
opening.
Press 3 to get Edge selection. Get the PolyBridge tool. Double-click
on the lower edge of opening then press Enter. Double-click on the
upper edge of the opening for the second profile and press Enter.
Set Divisions to 1. This creates the hole for trigger which you will
build later.
11 Move the Group and crease nodes again. Add a Null node to
the end of the chain and call it TRIGGER_GUARD_OUT. Add
a Merge node and feed the BODY_OUT and TRIGGER_GUARD_
OUT nodes into it. Set the Display Flag on the crease node.
BRANCHING NODES
One benefit of working with nodes is that you can branch off in one direction to
create the handle frame and then in another for the handle itself. Both sides are
working off the same source but you can apply unique operations that are appro-
priate for each side.
In many cases, an edit to the original shape can cascade to change both sides of
the chain. With Houdini you always have the option to model straight ahead or
plan things out and using nodes to your advantage.
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14 Press 4 to get Primitive selection. Press n to select all the
faces. Press tab >PolyExtrude. Set the following:
Inset to 0.036
Under Extrusion > Output Geometry and Groups, turn
off Output Front.
3. Move Points
16 Press 2 to get Point selection. Select the three points at
the top of the handle and use the Move tool to them to
align with the reference image.
Press 4 to get Primitive selection. Go to the Select tool and select
2. PolyExtrude Up
the two primitives at the top of the handle shape. Press tab >
1. Move Points Polyextrude and drag the profile up and set Divisions to 2.
Press 2 to get Point selection. Select the points on the right side of
the shape and move them to align with the reference image. Shift-
select this node’s Template flag to add it to the templated shapes.
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19 Go to a Front view. Press 2 to get Point selection. Select
the points at the side of the handle and use the Move
tool to them to tweak them to match the reference image.
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PART SEVEN:
Model the Trigger and Hammer
You will start building both of these shapes using polydraw then extrude and center the shapes. Transform nodes will be set up
to create rotation points for the shapes. The hammer requires that you cut a box out the back of the revolver which will again
require cleanup. The revolver is getting very close to being ready.
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05 Press n to select the new shape. Press tab > Polyextrude.
Set Inset to 0.008. Select the curve node and turn on
Select/Edit mode.
Press Shift + to subdivide the shape then adjust points on the
original curve node to create a shape that matches the reference
image. You may want to untemplate the Revolver null node to get a
clearer picture.
09 In the Network view, press tab > Tube and place the new
HOUDINI FOUNDATIONS
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10 Go to the Select tool. Press 3 to get Edge selection.
Select the edges at the end of the shape. Press tab >
Polyfill. Set the following:
Fill Mode to Quadrilateral Grid
Tangent Strength to 0.1
12 In the Network view, press tab > Box and place the box
node down. Set the following:
Size to 0.038, 0.3, 0.25
Center to 0, 0.72, 0.265
Now add a Boolean node into the Network view just before the
BODY_OUT node. Feed the new box node into the second input
and under Output Geometry, set Operation to Subtract.
You have now cut out a shape from the main body.
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SUBDIVIDE NODE VS SUBDIVIDE DISPLAY
When modeling in Houdini, there are different ways to subdivide your model. The Subdivide node adds topol-
ogy and smooths out the surface a bit but it still leaves you with polygons. You used this node on the handle.
Subdivision display that you get with Shift + shows what would happen if the model stayed the same but the
polygons were subdivided taking creases into account. This lets you test out a surface before rendering.
To subdivide at render time you need to check off Render Polygons as Subdivision when you move the model
over to Solaris. This will allow Karma to render the surface as a subdivision with micropolygon level accuracy.
17 Set the Display flag on the Revolver null node. You will
see that the Gate is missing. In the Network view, find
the gate null node and Tumble around to show the other side of the
model. Connect this node to the merge node in front of the crease
node. This way the gate will be creased as well.
If you want to you can add a Transform node for the gate similar to
the one used for the trigger and hammer. If you do then be sure to
move the pivot to the rotation point for the gate.
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PART EIGHT:
Add Details
There are a couple of finishing touches to finish up the model. The base pin will be built out of a half sphere and the ejector rod
will use a Helix to create the spring and PolyWire to surface it. These small details add to the look of the revolver and are worth
taking the extra time to create.
04 In the Network view, press tab > Tube. Place the node
PART EIGHT:Add Details
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05 In the Network view, press tab > Helix. Place the node
down and set its Display flag. Set the following:
Transform > Rotate X to 90
Transform > Translate Z to -0.27
Height to 0.54
Start Radius to 0.011.
Turns to 60
Divisions per turn to 10.
This creates a helix that wraps around the tube you just created.
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10 Use the Select tool to select the two edges at the front
end of this extruded shape. Press tab > transform. RMB-
click on the transform handle and select Align Handle > World.
Push these two edges backwards to reshape the front of the sight.
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PART NINE:
Render the Revolver
To render the revolver, you will learn how to bring the geometry into the Solaris context to add materials and lights. This will
involve adding a name attribute to separate handle from the body for rendering purposes. You will then build a background
shape and add a textured material. You will then render using the fast Karma XPU renderer.
04 Add a Dome Light node to the end of the chain and set
HOUDINI FOUNDATIONS
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05 Add a SOP Create node and feed this node into the
revolver node. Rename it background and double click to
dive into it. Add a tube node and set:
Radius to 5, 5 & Height to 10
Columns to 30.
Under Geometry Handling turn on Treat Polygons as
Subdivision Surfaces.
Add a Clip node and set Direction to -1, 0, 0. Add a UV Flatten
node then add a UV Transform node and set Scale to 3, -3, 3. Set
the Display flag on uvtransform and go back to the stage level.
CONCLUSION
Congratulations! You
have built this revolver
model from scratch using
background images to
guide you on your way.
You have learned how to use modeling tools such as PolyExtrude,
PolyBevel, PolySplit and Boolean. You have worked with PolyDraw
PART NINE:Render the Revolver
to manage the topology of the model as you split and repair polygons.
You have learned how to work in both the Scene View to model interac-
tively and to use the Network view to manage your nodes. The node-based
workflow lets you keep track of all the steps in the modeling process although
some nodes such as PolyDraw can block the flow of data.
This is fine because the goal of this lesson was not a procedural model but rather
one that renders properly with subdivision smoothing. This involved cleaning up the
polygons to focus on quads. This lesson probably didn’t catch all of them but you can
always go back and tinker if you see any kinks in the model.
To complete the model, you brought it into the Solaris context to add materials, lights and a camera
and render. You then created and textured a background shape and rendered with Karma XPU.
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HOUDINI FOUNDATIONS
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