new modifiers
Project corridor back on track
![the new corridor from inside](assets/005/005-A-500x200.jpg)
I went on with some fresh ideas for my modifier stack. Also I changed the overall construction recipe. This time it is not all-in-one-go, but rather first scaffold, then fill in the gaps. And, for the floor I varied the modifier stack slightly, to separate it more from the walls.
![two wall elements displayed in isolation, one as simple 2D-shape (no modifiers), one with active modifiers; to the right the modifier stack inside blender\'s UI: Solidify, Remesh, Displace, Decimate](assets/005/005-B-500x200.jpg)
yummy techy modifier stack
This attempt satisfies the "do you look SF?"-condition good enough. I can't overuse it, it would probably get boring to have each wall look like that. But I guess I can say that about every single style; the combination is going to do it.
![Camera pointed upwards, so the separate elements that make up walls and ceiling are better visible](assets/005/005-C-500x200.jpg)
So I will be using this as part of my to-go-strategy. And, possibly for the outer side of spaceship hulls. It has all the greebles.
two-step construction
![view from outside](assets/005/005-D-500x200.jpg)
I learned a good lession here. In hindsight it is pretty trivial, though: If you want to get some varied results outputted, you can't input just a single thing. I expected a little too much from my (script-less) procedural generation here. But that's what studies are for, right.
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