Tips & tricks - Here I'm using an opacity msk & a heightmap w/ POM to fake the thickness of the ornate details. The only mesh is the frame of the door and the handrail, the rest is just a texture made w/
More images https://t.co/sUL2ic2PXb

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The full workflow, from heightmap and roadmap extraction all the way to map generation with roads is complete.

Road decal tiles still need improving, but its good progress.

Cheers, C.Rad

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I made Au Ra horn and (male) scales heightmaps once but didn't have the tools to actually apply the maps so my friend used them to make a cooler not-black and white versions.
I use these textures in my art to draw au ra sometimes lmao

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What happens when you generate a heightmap out of a randomly generated fractal and use this heightmap to generate a cityscape whose colors are randomly derived of the main color from the generated fractal?

You got yourself some fractalicious 🏙🌃🌇🌆

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So I just discovered an amazing tool for generating sci-fi panels/greebles - JSplacement! 😃

https://t.co/N3qBxfKVqs

Heightmaps are created in and processed in 😉

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Galaxy on a ball. I am taking a short break from my Gaia mapping to create a projection of radio and infrared all sky data onto a sphere. The radio data is (unusually) used to create a heightmap and so it generates mountain ranges on the sphere.

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I have one more question, this might be unique to Cuba, since by that point it wouldn't surprise me if the tech diverged quite a bit. Do you know this sort of thing could be done? A-10 had a ton of sharp polygonal cliffs and even tunnels. That can't be done with a heightmap 🤔

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Procedural island generator made with Simplex Noise Perlin to make Heightmap and Biomemap, to make the different biomes of the island.

Developing in

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Been very busy lately and something else was done, and so far I am actually having fun making generated landscapes from painted But, feel really tired right now. 🥱#homework

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Half done, procedural isometric terrain/heightmap generation in 2d (needs like another 3 sprites and some work on the placement algorithm).

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It's been a while since I posted anything, but this is where we are now. I've been creating procedural heightmaps. Next will be trying to add trees and mess with the water to make it look like... water.

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So... You can really draw a heightmap and turn it into a 3d object using Blender 🤔

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Day 27 Non geographic. Einstein Island. Created z-depth heightmap from model in used for the carto styling

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手書きの雑線

heightmapになって、他の質感部分に合成してくれるー、みたいな感じ
うまく描ける人がやればもっと効果上がりそうな感じデス

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Hey there Indian-American illustrator. I work mostly with realistic/ geographical map illustrations. I use a mix of Zbrush/ Blender/ Heightmaps I no longer use Twitter to post work, but you can find my work at https://t.co/Xi7O0e2g09 https://t.co/yCn7ZtQLQq
bsishir.com

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The terrain was a mesh made by hand in Blender, but I was referencing an imported heightmap while making it. Even with tools like Shrink Wrap, it was still a very manual process.

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Things start getting blurry, its only pixels with heightmaps after all. This still looks good:

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Another new heightmap for the New York City metropolitan area (4900x3369) 🌎

https://t.co/Q2aRF4WovZ

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(シンプルではないけど)水滴ImageEffect作った。

雨っぽく動くパーティクルを、モーションブラーImageEffectでRenderTexture描画してHeightMap作成→視差オフセットで曲げて完成。

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