Got a script update so the random variation now works with nested BPs (the script looks for SMs with a defined tag and then chooses from the array list to replace the tagged SM). Simple yet very effective. I adjusted some of the dock SMs and added a level floor (under the water). I also started defining the modelling. I'll…
@jaker3278 Thanks for the link to the script. Alas I work in Modo but the program has pretty good tools for the same thing. I both scared and excited about the rest of the project!
Added more variation to underside of walkway segments (removing sections, adding bars and panels) and already it feels more industrial and 'put together'. Fixed the random mesh script error: change by specified tag was missing.
@griffitii That sounds good to me, I payed £5 for a script for 3ds Max https://gumroad.com/discover?query=improved%20face%20weighted I have tested it a little, works on very complex meshes and is fast. Good luck with the rest of your project.
Used the cover script to adjust all the walkway covers into groups and turn off any that were intersecting with pathways or other geometry. Created a smaller pipe kit and used this to replace the walkway pipe block outs from earlier on in the project.
A boring update this time. Finished sorting out the dock BPs after they all got accidentally offset (oops!) Did some work on the randomisation script to include new SMs. Updated the size of the BG Wall Piece as it wasn't a whole integer (1m) and detailed all sides of it.
Made a simple pipe kit and BPs to match then went around the level replacing the blocked versions from the last stream. Hooked them all up to the script so that the variations change at the click of a button. (I increased the contrast in the left picture so you could see them better!)
After having a brief hiatus I'm back on it. I added multiple BPs with muliple windows around the surround of the scene and used the script to randomise them. Added a randomisation to the material so that some are on and some are off. Made the sky darker and it's made the scene pop a lot more and makes it feel more…
Made a fair amount of progress this evening: Sorted out a big z-fighting issue on some of the BG wall pieces and updated the script so that I can randomise the detail on them. I also created the straight platform and underwall sections. I've left enough space in them to add some serious pipe work so looking forward to that!