the wall thing looks neat. the rocks script gives you a bit too little influence on how the displacement maps look.
with a bit of replacing stones by hand the wall script should result in some nice tiling textures.
Sascha's original approach, and the whole idea of a procedural approach to modeling is pretty nifty. With the right interface/toolset (like something node-based) it'd be a lot of fun to experiment with this kind of stuff and see what the community could come up with. There's probrably a lot of things that could be procedurally generated in this manner, and at the very least it can be a better starting point than from scratch.
pretty interesting, I'm messing with it now. It seems he developed it in max 2011, it's very buggy in 2009. It's an encrypted MAXscript so there's no way to tweak it to fix errors. Also kind of wish the brick generator would lay things out so the maps you bake tiled.
heh, I was thinking it might be useful to make a script based on that very rock tut just the other day. Looks like he did a great job on it, too bad its encrypted would be useful to be able to look over/change.
Even a step by step method for Maya would be great. I think the same was achieved in the original thread for just about every other 3d app. I spent a couple days trying to replicate it, but to no avail
Wow this looks like such an awesome script, but it bugs out pretty badly in Max 2008 32-bit. I keep getting an error during the generation of the lo-poly object. Looks like I might still be able to come up with something useable, just will require one or two extra steps. Damn, the stars are beginning to align and force me toward Max 2010 or 2011 no matter how much I resist.
It's probably just using functions from the ProOptimizer modifier (the version of PolyCruncher that was built in starting with 2010) to create the lowpoly, that'd explain why it doesn't like older copies of max for that step.
Just tried it in 2010 at work, it works much better. It creates the lo-poly without any fuss. However, I do get an error when trying to bake the AO texture. I even tried setting the renderer to Mental Ray first. The normal texture renders fine... Can anyone think of something to try to make this work? Or is this script designed specifically for 2011?
Replies
with a bit of replacing stones by hand the wall script should result in some nice tiling textures.
Sascha's original approach, and the whole idea of a procedural approach to modeling is pretty nifty. With the right interface/toolset (like something node-based) it'd be a lot of fun to experiment with this kind of stuff and see what the community could come up with. There's probrably a lot of things that could be procedurally generated in this manner, and at the very least it can be a better starting point than from scratch.
i work in the same room with sascha, nice guy
Added to the wiki:
http://wiki.polycount.com/DigitalSculpting#Environment_Sculpting
I second that
Even a step by step method for Maya would be great. I think the same was achieved in the original thread for just about every other 3d app. I spent a couple days trying to replicate it, but to no avail