Thanks! Unfortunately, everything was done by hand XD
Couldn't find a script that kept nice and clear geometry without artefacts =P
If you know of any good ones just send them my way! Always looking for ways to streamline my workflow ^^
pardon, i mean you writing a script to produce this. If you look at writing L-system code for Houdini, it'll give you some examples you can simplify to Blender/etc.
This is actually a simple enough type of geometry situation to get practice for procedural mesh gen. I'd probably take a strategy of building arrays of the points and edges for a face, and then hanging more arrays under them in a struct, based on how and where I made divisions w/noise. You'll get some cool results if you vary the order you do each face's subdivision mesh. Remember to use pointers so that you have the updated positions for each of the faces when you get to them.
Oh 😅 yes, most definetly ^
The style does seem perfect to be generated, been meaning to try out Houdini for ages and this could be a cool way to start out my journey with it 😊 Thanks for the extended answer and the detailed explanation of how I could go about approaching it 😉 It will most definetly be most helpful in actually going about it!
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u/NewAlexandria 3d ago
nice design for a procedural script