vinyvince Posted October 4, 2019 Share Posted October 4, 2019 Looking at some Fernando Magalhães examples, i was wondering how you will approach it yourself? Do you think he is using some premade bash 3d models kits then distributed, wrap after on another geo, may be fragmented by a Voronoi kind of noise? Or is fully procedural even for the rivet placement and so? ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas 46598614_2312811328793854_8158027196041003008_n.mp4 1 Quote Link to comment Share on other sites More sharing options...
ikoon Posted October 4, 2019 Share Posted October 4, 2019 (edited) Hi, here is a related talk and designs by Akira Saito: https://vimeo.com/305053254 https://twitter.com/a_saito https://www.artstation.com/asaito Rohan Dalvi recently announced new tutorials: https://forums.odforce.net/topic/43572-procedural-armour-generation/ Also, this looks similar: https://www.cgcircuit.com/course/procedural-hardsurface-design-in-houdini Also, you may like these Jake Rice's write ups, which I believe describe related topics: https://medium.com/@jakerice_7202/computing-the-dual-ff2a93077e2e https://medium.com/@jakerice_7202/voronoi-for-the-people-60c0f11b0767 Edited October 4, 2019 by ikoon Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 4, 2019 Share Posted October 4, 2019 (edited) Cop patterns to Uv Slice with boolean by Uv (vex code on odforce) extrude those panels _ VDB from polygons (than CIRCLE everything) then modification in Zbrush then WHo Knows You have already this on odforce he just found examples and put everything together only COP ramp to UV (you get the picture Director of art Edited October 4, 2019 by srletak 1 Quote Link to comment Share on other sites More sharing options...
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