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Generative industrial Concept Design, your take on this example...


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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

 

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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 by ikoon
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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 smile.png
:wub:
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 :wub:

ps00j01458_0077.jpg.873c339c440eb67f27685cedabfedfd6.jpg

Edited by srletak
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