Believe it or not, but this whole scenery was created procedurally. In e-on software’s VUE.
This image is the result of an 8 week online (yes, late evenings and weekends!) 3D Workshop I just recently completed (my second already) on CGSociety.
Everything is procedural: The terrain model, the vegetation (each plant plus the distribution), the volumetric clouds and haze. Even the main attraction: The almost too well hidden villa. The villa is a procedurally generated model coming from CityEngine, which was manually placed.
Rendering this single image took about 26 hours on my quite fast hex-core machine. Minimal post work was done in PhotoShop.
Here’s a picture of my internal research to degrade a perfect column or any stone block. The workflow I have found currently takes me about 3 minutes per asset that I need to degrade. It is planned to automate this process to have it run for hundreds of assets or landscape parts for bigger productions.
Applications for this workflow are obviously in highend visualizations and VFX, since the number of resulting polygons is quite high.
Finally I take the time to write my first post on GeoPlanIT. It’s been too long, but too being busy for these kinds of things is usually a sign that ‘business is good’.
Read a bit more about my background here and follow me on Twitter: @MattB3D
I wanted to share some thoughts and experiences about my time with Garsdale Design so far:
I must say the knowledge that Garsdale Design staff combines is very deep and very well balanced, evenly among Architecture, Heritage, Urban Planning, GIS, 3D Modeling and Visualization. Everybody has their own field of expertise, interests and great specialization. Having said that, it becomes clear that we are proud to be able to address an extreme range of different jobs. And this shows in the people that contact us from many sectors, from all around the globe. This feels wonderful.
The services we offer are unique. The consulting we provide is rooted in deep knowledge of theory, but also practice – which is essential.My own expertise is 3D graphics. I’m specialized in modeling, texturing and rendering detailed cityscapes. I hope I can further explore this field in future. As we will be growing as a company, I hope to get a hold in the visual effects and game industries, providing unique services to produce high-quality 3D city content.
A simple example of a visualization of data provided by our friends at CyberCity3D.
In future blog entries, I will cover more technical topics and experiment with applications of procedural modeling that shall inspire everybody and show the capabilities of CityEngine and other tools I know.
I am looking forward to continue the great time I’ve had so far in the team!
If you have not had not seen mine and my friend Cyrill Oberhaensli’s ‘Favela’ project, have a look here: