thanks - but actually it is not representative of the next level as it is uniformly covered with (pseudo random) greebles.LindseyReid wrote: ↑Wed Dec 13, 2017 2:40 pmThank y'all so much for the kind words ^^ <333
Omg, I love your "Beauty" submission XD Those are some nice greebles indeed! Localizing greebles sounds like a great idea, I'll have to try that out.CSE wrote: ↑Wed Dec 13, 2017 2:33 pmNice tutorial on greebles, thank you. I am actually working on grebes as well for my 3D models (see LTFC) and I actually used the same technique as you did. However, somehow, this is not satisfying. So I made a first improvement:
large surfaces have no greebles, while localised surfaces have a very fine level of details. This looks more realistic as actually you have a protective hull, but here and there some structure that have a function that require them to look out of the hull. This make a first significant improvement in my opinion. So basically making different level of details at different locations.
The next step would be to procedurally generate structure that seem to have an internal logic. For example structures linked with pipes, or array of structures connected to some larger item like several plants connected to a huge generator, and so on. I am not coming that far, as within vue I cannot generate procedural geometries (only procedural displacement maps).
Anyway, keep going, the progresses are stunning!
Here is an example (work in progress) of what I mean:
I am cheating because the "structures" are manually (if very simple) modelled...