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Making a 3D informal settlement environment

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hknoblauch writes:

Concept collection:

This was done over a couple of lunch breaks. Primarily using South Africa’s extreme poverty as a point of reference. Once the reference was done, modeling the 7 Shacks using a modular trimsheet workflow I was able to nail it in under 10 hours.

Trim sheet and texture atlases:

After reference collection, my first step was to create 2 trim sheets. Each sheet would contain 5 trims, totaling 10 altogether. After the trim sheets was sorted. I made a single texture atlas for elements not needed to have trim sheet functionality and flexibility.

The 3d:

The first steps were simply this: Create a box to the size of my smallest asset. I switched the boxed to not render able, then I detached the trims from their respective sheets or planes, and “clad” 2 of the 4 walls with a side and a door plus side, following the same process for the other 2 walls, but with a side as well as a windowed side. Snapping it to a non renderable box (or the 2 sides of it not deleted) then gave me precise sizes for and grid specific pivot placement – important for unreal if ever a model goes through blender to UE.

The render scene:

The render was done by hand placing content for the foreground. I then used weight painting to distribute background shacks using particles. Smoke and dust were added using alpha mp4 footage.

Hope you like it!

 

About Author

Hubert Knoblauch

Hubert Knoblauch is by profession a product designer using blender for viz, in his off time he loves creating 3D environments

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