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Doing some environment exploration. Trying to mimic harsh Australian summer light infused with a bit of low-poly for the background. Wasn’t sure about the angular mess initially but it’s growing on me. (Except for those foreground rocks. Screw those.)

The rock wall is almost entirely procedural. It starts out as a subdivided plane. A few faces were removed to give it holes and caverns. Then comes a stack of modifiers:

  • Array modifier tiles the original grid a couple of times
  • Displace pulls the grid out of shape using a Cell Noise texture progressively more from top to bottom using a Vertex Weight group
  • Solidify turns the grid 3D
  • Bevel adds a bit of extra geometry between the faces
  • Smooth pulls the bevelling apart
  • Subsurf adds more geometry
  • another Displace roughs it up a bit
  • finally, a Decimate modifier pulls the poly count down to 15% of the original, giving the geometry some variation in the process

The texture on the rocks is a Musgrave texture. Nothing too interesting there. I duplicated it, stretched it some more along X, rotated it so it would pop out of the ground and placed it so the duplicate would intersect with the original at the bottom, giving the impression of boulders having rolled down the rock wall over time.

This is near to the point of procrastination given that I’ve got a ton of rewriting and reboarding to do, but this test isn’t looking a million miles away from what I had in mind as an environment. Which is nice. 🙂

By quollism

A creator of quollity stuff.

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