TB2 - Week 4
This week I first began by increasing the amount of subdivisions on my ground tile a long the x and y axis, selecting faces from 21:38, 41:58... etc, to raise the faces above the outside ones to create a road and pavement look, as I initially thought this would be a good size for buildings on each tile.
I then spent some time trying to select a random number of faces in each row to extrude to help extrude a random number of faces in each row.
However, this didn't work. I also then realised that each building would look like a bunch of individual spindilly sticks poking out of the ground and I didnt want that. So I returned to a much less subdivided tile (20sx, 20sy to 11sx, 11sy). This makes the buildings a size I like.
Hear I then changed the code to select faces better suite to the much less subdivided tile.
The tile then looked like this.
After pulling many hairs out trying to get different building generations to work and getting nowhere, I decided to try and be more productive and model a lamp post.
Here is the function that generates a lamppost, eventually it will generate many a long the streets and move them to the create positions.
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Status | In development |
Category | Tool |
Author | up2122682 |
More posts
- TB2 - Week 10Mar 27, 2023
- TB2 - Week 9Mar 27, 2023
- TB2 - Week 8Mar 27, 2023
- TB2 - Week 7Mar 14, 2023
- TB2 - Week 6Feb 27, 2023
- TB2 - Week 5Feb 27, 2023
- TB2 - Week 3Feb 06, 2023
- TB2 - Week 2Jan 30, 2023
- TB2 - Week 1Jan 24, 2023
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