Happy Easter, peeps!
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| Test lamp down at the base...just not enough light down there. |
Weird holiday that requires some serious mental gymnastics to transmute into a "celebration". Chocolate does so much heavy lifting!
I still feel very rough, maybe not quite as rough. It's now nearly a week since I did my regular resistance training and walking. I feel a bit "fallow", but I need to start pushing myself, even if I don't feel good.
Clara is on a late shift, so I need to get some groceries to feed the boys tonight.
Blender
I made a bit of progress on the apartment complex yesterday. Working mostly to improve the materials and UVs in key places. Not a lot of work, but some nice tweaks here and there. I'm particularly pleased with the single plane that I textured with a high-contrast noise map, which is placed behind the window panes of each apartment block. This provides a random element that breaks up the unrealistic unity of the many windows.Much of the remaining work will be about breaking up regularity and adding more detail in the right places.
So, what's next?
Firstly, the version of the scene where I had created two more tunnel instances crashed when I tried to delete them. I've reverted to the single instance-version of the scene. If I want the apartments to rise higher, I need to let more light in. When there are apartments that rise into the sky, they block most of the light, and it just gets too dark.
I will do an animation for this scene, to be completed by Monday. I need to create a storyboard and use that to work out where I need more details. There's a good foundation for some scenes, but I need to break up the regularity. For example:
- Something to break up the regularity of the railings.
- Signs, notices and decals
- Street lights
- Street furniture
- Rubbish and clutter
- Crowds?
- Something in the central pool?
- Cables and wiring
- More pipes
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| That water is looking good. It's from the Sanctus Library |


































