YOUR Procedural Modeling Of Cities View next topic
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david gary



Joined: 15 Nov 2006
Posts: 29



PostPosted: Thu Mar 15, 2007 4:26 pm  Reply with quoteBack to top

Troglodyte cities, sky-scrapers, Sci-Fi megalopolis, architectural crazyness...
Post here the images of YOUR cities.

-d
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aspect



Joined: 21 Mar 2007
Posts: 12



PostPosted: Wed Jun 20, 2007 4:33 pm Reply with quoteBack to top

Hi everyone,

Sorry for the delay in posting up works, since I experiment using vray for rendering and it turns out not that difficult to operate than I expected. The following is my proposal on a World Expo China’s pavilion design competitions. I mainly developed from the procedural cities dvd, since this is my first trail with the new functions, and within very short design period (1 week), I might have a bit carried away in the process and not handle it in a mature manner:

1. I use the trace sop to develop a plan from the vex voronoise, which I had modified from the dvd. It compose of major exhibits room (the China room) and smaller rooms represents the 31 states in china. I guess the voronoise noise is a good candidate to represents certain bonding among large/small aggregates of regions.



2. At each region, I use copy stamp to develop a “rotating face” by inserting a “BBX” function at the “primitive sop” of rotation x,y,z. I intend to create some shinny facets for each hanging room like a disco ball.


3. At selected regions, I also use copy stamp to develop a twisting structure for some fluid like media structure to communicate at ground level. Procedure as follow - polyextrude>twist>polyspline>polywire.

4. For the sloping structure, I trace the vex voronoise at origin image of the cop (before it turns into voronoise lines at the “limit” like in the dvd). Then I polyextrude the faces. So it create certain artificial landscape like structure being inverted and levitated above ground and the same time the rough outline correspond to the detail voronoise plans above.


i'm sure there is still lots of room for improvement, please feel free to advise. thanks!!

cheers!
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aspect



Joined: 21 Mar 2007
Posts: 12



PostPosted: Wed Jun 20, 2007 4:36 pm Reply with quoteBack to top

4. For the sloping structure, I trace the vex voronoise at origin image of the cop (before it turns into voronoise lines at the “limit” like in the dvd). Then I polyextrude the faces. So it create certain artificial landscape like structure being inverted and levitated above ground and the same time the rough outline correspond to the detail voronoise plans above.



i'm sure there are lots of room for improvement, please feel free to advise!!

thanks.

cheers
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izno



Joined: 16 Apr 2007
Posts: 6



PostPosted: Fri Jun 22, 2007 8:48 am Reply with quoteBack to top

D-nice Wink What is the scale?
How did you get it in to vray? Max/Rhino? Please explain the workflow Smile

Thanks
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admin
Site Admin


Joined: 14 Nov 2006
Posts: 247



PostPosted: Fri Jun 22, 2007 5:43 pm Reply with quoteBack to top

I know this is way off topic, but i would love to see this thing turned into a low poly game engine.
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aspect



Joined: 21 Mar 2007
Posts: 12



PostPosted: Sat Jun 23, 2007 1:37 am Reply with quoteBack to top

hi izuno> thanks for the comments, it took me a while to figure out...

save houdini individual model in .obj> open it using rhino> save as .dwg, open it in 3dmax and render it in vray there... or u can use rhino to render it in vray.

some of the more colourful images i import it to maya to render.

btw, i think something wrong with the display, the button for getting to the last post is not shown... may be due to the large pics being crop.

cheers
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david gary



Joined: 15 Nov 2006
Posts: 29



PostPosted: Sat Jun 23, 2007 1:40 pm Reply with quoteBack to top

Hey! Congrats Smile
It looks very nice when v-rayed.
I'm happy to see how you used some ideas of the PMC dvd, like Voronoi and Trace as well as copy stamping.
Also very nice to have your work explained. That was exactly what i hoped to see in this section.
The building is very original and complex. It really gives a good idea of what modern procedural architecture can be.

Keep up the great work!

David
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syzmatrix



Joined: 25 Apr 2009
Posts: 3



PostPosted: Sun Apr 26, 2009 4:44 am Reply with quoteBack to top

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syzmatrix



Joined: 25 Apr 2009
Posts: 3



PostPosted: Sun Apr 26, 2009 4:47 am Reply with quoteBack to top

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syzmatrix



Joined: 25 Apr 2009
Posts: 3



PostPosted: Sun Apr 26, 2009 4:50 am Reply with quoteBack to top

Cool
hi everyone,
seem too lated to be here,but I finally got here.

Here is a real architecture project in china I develop in houdini using the method from the PMC DVD. It is really interesting and great.

So, hoping there is more chance for us to communicate.


syzmatrix@gmail.com

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