Saturday, January 8, 2011
Sunday, October 10, 2010
Palettes and custom scripts for buldings
Added the option to use custom scripts for the buildings, this will operate on each lot,
making it possible to write very simple scripts to get the look you want.
For those not too into maxscript, an example for making flat roofs could be:
(
GTExtrude 300
GTInset 40
GTExtrude -100
)
...and of course you can also use all maxscript commands.
Here's the preish-beta UI.
Palettes can be manually set, loaded from an image, or sampled directly from
the viewport, creating a multi/submaterial with up to 100 materialID's.
Here the palette is taken from the texture of the background plane:
making it possible to write very simple scripts to get the look you want.
For those not too into maxscript, an example for making flat roofs could be:
(
GTExtrude 300
GTInset 40
GTExtrude -100
)
...and of course you can also use all maxscript commands.
Here's the preish-beta UI.
![]() | |
gtUI |
Palettes can be manually set, loaded from an image, or sampled directly from
the viewport, creating a multi/submaterial with up to 100 materialID's.
Here the palette is taken from the texture of the background plane:
![]() |
palette sampled from the viewport |
Random road network
Here's an early test for a random road network. More or less just for fun..
After picking a point in the viewport, the network grows from that position based on a
few parameters like scale, angle and iterations. New points/splines are connected by
searching for the closest intersection in previous generated splines.
This means comparing distances to an increasing number of positions, which is classOf slow, but works.
Random sized areas are generated around intersections, then subdivided again into lots.
After picking a point in the viewport, the network grows from that position based on a
few parameters like scale, angle and iterations. New points/splines are connected by
searching for the closest intersection in previous generated splines.
This means comparing distances to an increasing number of positions, which is classOf slow, but works.
Random sized areas are generated around intersections, then subdivided again into lots.
![]() |
road network and areas, showing the scale |
![]() |
road network, areas and subdivided lots |
Roofstuff
Added an option to add details to the roofs. A list of custom objects is used to randomly scatter stuff, here it is used on all the flat roofs. Same goes for details to the street level. Trees, cars, lightpoles etc are scattered around each block. The streetstuff can be added as proxies, as they tend to increase the polycount by...^2 or so. ![]() |
Stuff on the roofs |
![]() |
...and in the streets |
Wednesday, September 15, 2010
ghostTown 0.21 for 3ds max 2011
![]() |
ghostTown v0.12 simple squarecity |
![]() |
ghostTown v0.21 random Eurotown |
![]() |
ghostTown v0.12 simple scquarecity |
![]() |
GhostTown v0.21 random SciFi-City |
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