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Published: 2019-01-31 17:35:02 +0000 UTC; Views: 382; Favourites: 3; Downloads: 1
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Description
Very, very WIP.
But I've got a transformation started to create polygon nodes, where you define a number of sides and a center, and it remaps to coords appropriate for creating arbitrary polygons. Here, I'm using some curves to establish the border of the polygon to create a flower shape in order to explore some of the potential. I have 5, 9, 30 sides, and the leftmost is showing my transformed poly coords as hue.
Still needs work. Coords aren't mapped to the exact space I want, where my transformed Y coords are reliably in the 0,1 range. After I get that, I want to make procedural tiling hexes-- again, rather than building up the hexes, I'll build up a transformation to put the coords into some kind of hex space.
One of the issues with that gun that I made was due to texture mapping. I was using tiling UV-mapped textures for scratches and bump, maybe some other stuff too. But UV-mapping doesn't survive vert-generating modifiers like bevel or subsurface very well, and that was a problem. So I'm trying to do more texturing procedurally instead. After I get 2D hexagon mapping, I want to get some kind of 3D hexagon mapping going (but the only regularly stacking perfect solid is a cube, which is boring and obvious, so I won't be stacking regular polyhedra, but some bastard extrusion of a hexagon.) Using something like that, with a suitable amount of noise and a proper curve to describe the cross-section, I should be able to create good, procedural bump maps for skin.