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I'm very happy to have you back for Volume 3, where we will finish procedural placement of our modules. This time we will focus on roof set dressing as well as placing windows and doors. We will face new challenges and learn how to solve them by procedurally assigning the correct scale to ensure that all of our modules can fit to the desired area perfectly as well as dealing with more complex combinations of modules. All the assets are included with the course material, and I just can't wait to start! So, I’ll hopefully see you soon and we will continue making our building generator more awesome.
Before you start this volume, make sure you:
In Volume 3, we will finish procedural placement of our modules, which includes roof set dressing, door & window placement, as well as the tower set. We will solve new challenges by making the scale of our modules procedural to ensure they can fit perfectly onto the dimensions of our base, and we will look at more complex sets of modules when dealing with roofs.
In Part 1, we will come back to our roof base and make sure that it doesn’t end abruptly when meeting the body. We will extend its area by taking into account the roof’s surroundings.
In Part 2, we will be dealing with the Roof Rims Set, which features more complex assembly logic. We will take into account special cases as well as take care of the procedural scaling to ensure that our modules fit perfectly onto the desired area.
In Part 2, we will move on to the roof set dressing, which includes roof windows and chimneys. We will define the constraints those elements have and incorporate them into our system.
In Part 4, we will perform a quick clean-up of our system and make sure everything works the way we intend.
In Part 5, we will place tower modules and take into account new constraints it will introduce for our building elements.
In Part 6, we will write the rules for placing doors and windows and teach our system to automatically “cut” the geometry to fit our doors and windows frames perfectly.
Anastasia Opara grew up in an artists’ family and naturally developed a very strong interest in contemporary arts. By the age of 16, she had taken part in exhibitions (digital photography, drawings, short movies, poetry) in Russia, Germany, Czech Republic, Poland, Belgium, and Hungary. She was a participant of the annual international exhibition of contemporary art "OSRTALE’10" in Dresden, the Moscow International Biennale of Young Art, and had her personal exhibition in the A3 Gallery in the center of Moscow. Anastasia’s unquenchable passion for arts led her to explore the field of 3D computer graphics, and in 2013 she joined NHTV International Game Architecture and Design in Netherlands with a specialty in 3D Visual Arts. During her education, the biggest revelation was the Introduction to Procedural Modeling course by Kim Goossens. “The procedural approach completely blew me away. It seemed like mesmerizing magic of art and programming, and my immediate reaction was “I want to be a wizard too!” Proceduralism became my absolute passion. Seeing things as a set of rules and patterns fascinates me, and every task becomes an absorbing puzzle when rendered through such a workflow.” Anastasia is a Technical Artist Intern at EA Ghost Games.
Personal website – www.anastasiaopara.com
Anastasia Opara grew up in an artists’ family and naturally developed a very strong interest in contemporary arts. By the age of 16, she had taken part in exhibitions (digital photography, drawings, short movies, poetry) in Russia, Germany, Czech Republic, Poland, Belgium, and Hungary. She was a participant of the annual international exhibition of contemporary art "OSRTALE’10" in Dresden, the Moscow International Biennale of Young Art, and had her personal exhibition in the A3 Gallery in the center of Moscow. Anastasia’s unquenchable passion for arts led her to explore the field of 3D computer graphics, and in 2013 she joined NHTV International Game Architecture and Design in Netherlands with a specialty in 3D Visual Arts. During her education, the biggest revelation was the Introduction to Procedural Modeling course by Kim Goossens. “The procedural approach completely blew me away. It seemed like mesmerizing magic of art and programming, and my immediate reaction was “I want to be a wizard too!” Proceduralism became my absolute passion. Seeing things as a set of rules and patterns fascinates me, and every task becomes an absorbing puzzle when rendered through such a workflow.” Anastasia is a Technical Artist Intern at EA Ghost Games.