Progress Report
I invested a considerable amount of time creating "hero" assets with Nature Generator. It's great, and it seems more stable than I first thought.
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Little rocky heroes |
The only screaming limitation is the lack of a built-in material-baking tool. These assets are now plain meshes with the Nature Gen Geometry Node trees applied. Ready to share! However, the materials are still using the addon's procedural systems. To make these rocks easy to share, I'd need to turn the procedural results into PBR textures, which would require that the objects be given good UVs. I may run some tests to see if I can create a UV map for an object while maintaining the great texture results, and then use the baking tool I have from the Sanctus Library.
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Quick practice scene |
Service Road
I haven't forgotten about the tunnel section of the service road. I had put it off, as I thought the scatter step wasn't going to be much fun. Turns out it was okay.
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From above - near cave entrance |
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View from within the cave |
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Overview |
Next
That scene will need to be optimised. I used detailed assets because they give a much better sense of how much the tunnel is obscured, but at the cost of a very big scene -- about 1GB.
More Blender School! I have courses! I have the last section of the environmental design course to complete.
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