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Procedural robots


caskal

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Hey magicians, sharing some procedural concepts, all the first setup comes from a decahedron, you change that shape and get another character completely different, the second one is more focus on get a proper functionality, still messing with the shape language

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That looks really good.  I am curious to hear more about the process, and in particular some of the major hurdles you came across.   I am assuming that you are going to keep working on this idea, so what are planning on doing next?

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Hey Ezequiel,

really cool looking designs and thanks for sharing a bit of your process in the video. Very inspirational!

I had to think of the cool micro-detail subdiv stuff that Simon Homedal built (there is a tutorial doing similar things here: https://www.youtube.com/watch?v=mXhKjB6-ENc). That might provide some cool fractal texture that's fit in nicely with the overall structure of your bots.

Cheers,

Felix

 

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For procedural hard surface design work, Simon show a more interesting idea with going back and forth SOP and COPS with UV. You could use the work detail on a planar by going from UV-->P and going back with the rest position P after. Labs has also some great tools in this idea. Voronoid , cluster or even Lsys could be great to define your main blocking shapes

 

here a human squeleton in L sys

 

[F [H] [A] [SA]]|[H [L] [SL]] S =| " (-1);(-1 )

L =---H+++^ F&&F ^^ H

A =---H---& amp;F ^^ F

 

________________________________________________________________

Vincent Thomas   (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts

 http://fr.linkedin.com/in/vincentthomas

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