The procedural tree system is now working. Here's a quick demo showing the tree Blueprint recompile and randomly generate new locations for the branches.
Right now, the tree has parameters for how many primary branches there are. You can bend, twist, and stretch the trunk along the spline. This is good for being able to generate a variety of trees right now, but I'd like to figure out how to expose variables from nested Blueprints to the main Blueprint. The next steps here in refining the look of it are getting more variety in the curvature of the branches, adding the smaller branches, and leaves. Then, I'd like to try switching out branches for other things, like pipes.
Starting on the development of the rocky beach environment. Here are some images that have inspired the way I'm creating the rocks and mountain to look waxy and melty. These rocks will have bits of amber mixed in, giving the impression that the amber is hardening/fossilizing into these rock structures. The pieces of amber will contain bits of junk that look like they belong in a junkyard - mechanical and electronic elements.
All of these rock structures will be forming a huge mountain with a melting candle at the top. The flame of this candle will reveal itself to be the light source of this environment, the sun. I feel like having this as the primary light source might help with the ambigious "indoor or outdoor" feeling I'm trying to create. The candle will be melting the amber substance that is encapsulating the junk.
All of these rock structures will be forming a huge mountain with a melting candle at the top. The flame of this candle will reveal itself to be the light source of this environment, the sun. I feel like having this as the primary light source might help with the ambigious "indoor or outdoor" feeling I'm trying to create. The candle will be melting the amber substance that is encapsulating the junk.
Some references I've been using to start to build the boat dream sequence for this environment. In this sequence, you would be on the beach and notice a boat on the water in the distance. As you came closer to it, the water would start seeping away and become sand, the sky would go overcast, and the boat would begin to rust over into a skeleton. The skeleton of the boat would look like a cage/shell made out of actual bones. By time you reach the boat, it will have completely disappeared, leaving only sand.
WORK LOG
Tree system: 14 hours
Environment planning, references, sketching: 4 hours
Experimenting with new workflows for texture creation and hard surface modeling: 3 hours
Modeling boat: 5 hours
Environment planning, references, sketching: 4 hours
Experimenting with new workflows for texture creation and hard surface modeling: 3 hours
Modeling boat: 5 hours