画質 高画質

Procedurally generated butterfly, made in Substance Designer

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Procedural Hard Surface Design With でフラクタル
適当に色分けした。いまいち。
しかし、最初からシンプルなポリゴン構造なので各種HDAが適応できるのが嬉しい。とりあえずハッチオープン。

ん、塗り分けの仕組みを思いついた気がする。が、もう眠い…
おやすみなさい。

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drawing-machine | loop:17373 a:4.005 b:12.005 p:9.005

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gingko | a:2 s:4505 d:0.6418 w:579 ns:1.3675 np:9.8810 nb:4

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Below are a few people that I take inspiration from on a daily basis, I highly recommend checking out their work if you haven’t already!

- Great game design
- Amazing YouTube tutorials
- Mind blowing procedural visuals

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I should really write a more detailed making-of at some point (as much as still possible), everything was procedural: randomized sequence sync'd to queue points, poetry generator, flocking, metaballs, voxels, procedural type. all done over the spring/summer of 2002...

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