Very cool review of the making of Spellbreak. Would be even more cool to see some videos inside UE4 showing how they do a few very specific things unique to them.
This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!
Even Top Notch Artists will be replaced by AI. You have no idea what you are talking about. If you do, only very superficial. At the end you are only an employee. You dont have any contact or experience to the High End Echelons we worked on. In 20 years, 40% of workforce working today will be out of jobs. First we will get worldwide financial crash, then AI takes over. Admin will remember my words in not distance future.
Charlie Hewitt is working on a project that can change the way you work on vegetation in Blender. The developer wants to build on the principles set out by Lindenmayer in order to procedurally generate realistic 3D models of trees, incorporating modern graphics techniques to enhance the output of conventional Lindenmayer systems. What this means is that the talent is working on a fully usable Blender plugin that can drastically optimize your workflow.
Here is what Charlie posted on Github:
Read the write up here.
I’d love to develop this into a fully usable blender plugin but don’t currently have the time, if anyone would like to I’d very much support this.
If you want to try out the code as is:
- Copy ch_trees into the blender addons folder (…/blender.app/Contents/Resources/2.78/scripts/addons on mac)
- Restart blender
- Start a new blend file and in the text editor panel open …/ch_trees/parametric/gen.py or …/ch_trees/lsystems/treegen.py
- Uncomment the final few lines including construct(…)
- Run the script (it will take a few seconds, or more, to generate the tree so don’t worry if blender appears to freeze – if you open blender through the command line then you can track the progress)
- You can change the quaking_aspen bit inside construct(…) to generate different types of trees – see …/parametric/tree_params and …/lsystems/sys_defs for available presets. You can also edit/create new tree types.
(apologies for such a protracted process, this is why I’d love to incorporate it into an actual plugin – hopefully I or someone else will get around to this soon)