World creator terrain sculpt -> True-Terrain 5/True-Sky -> GeoScatter
I'm getting a bit better with scattering. This isn't finished. I more readily spot where natural terrain scatter sits on the wrong side of random or unnatural.
I also recognise that you need to scatter in layers because no single scatter pattern will look quite natural.
Finally, I now see how you need to be economical. More objects in a single scatter pass might be called for, but as you need multiple layers of scatters, it's best to work with as few objects as possible to get the desired result. Ideally, you can bolster your scatters when you have all the layers in place and know how much resource headroom you have left.
The little stone building is from PBG2 (Procedural Building Generator 2). I've forgotten how to use the add-on, getting wonky results. I had better go and check if it's fully compatible with Blender 4.2. Most likely, I'm just not using it correctly...
Once I'm happy with the rocks and pebbles, I'll add a small boat to the beach. |
Shift Carrier
I got positive feedback from the ship's design and book author, Charles E. Gannon. Some elements don't match up with his thinking, so I'll be doing some reworking soon. I'm happy to! He especially wants to see the Hab module arms unfold, as this function hasn't been visualised before. I guess I will be completing my studies in Blender's Rigging-Fu.
Shift Carrier Commonwealth. Unfolding in a video soon. |
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