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[Blender] Best technique to do this...

Chrismartinartist
polycounter lvl 4
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Chrismartinartist polycounter lvl 4
Hello, I'm making a game asset that is going to (essentially) be an open container full of 'rubble'. I have the container modeled and had planned to use cell fracture (on a cube or something) combined with some rigid body physics to fill the container in a natural (ish) kind of way. Most of the pieces will be mid sized.

The problem is that without manually cleaning up each individual piece (from the fracture) the 'rubble' will have all sorts of weird geo/topology, making it either be tedious to clean up, or a pain to unwrap. Having broken/unclean geo doesn't sit well with my OCD either.

Another approach I've seen in games, is to have a solid object fill the container, with a few pieces sticking out the top. Most of the lower part of the container you can't see into anyway if the top is sufficiently covered.

I much prefer the first idea, but can't see a way around the manual clean up of 50-100 objects, is there a better technique I could use here?

Thanks for any help.

P.S. this is entirely in Blender.

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