How to Model Rubbish
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You might want to experiment with the extension "CLF Greeble".
Greebles are random bumpiness in models. Think of large starships in sci-fi movies. All that crazy bumpiness and detail, from afar, is often created with greebles. A lot of apparent detail without large amounts of geometry. If your flyover is graphically conceptual, you can apply some random materializing. If it's photo-realistic, apply actual detailed aerial imagery of landfills.
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You can use skatter to scatter garbage on any area in your control.
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And Protrude by Jim for some many forms and levels!
Taper can be also applied! -
You didnt create rubish pilou... Thats a city. Godzilla needs a meaner look. You'll get there with some work.
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It's a city of rubish compressed!
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@rich o brien said:
...Or even Thom's Bitmap to Height...
...which is what I tried - and it worked quite well even.
With Bitmap to Height I made some proxys which could be replaced then within the renderer (similar to scatter which I donยดt have so far however).
This way is good for detailed views and should be complemented by scattered detail-rubbish additionally where needed.
In any case - all the methods mentioned here are useful in combination...I would like to see any picture impression, which visuall result is striven by Bulbangs?
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Thank you to all who responded. You've all helped immensely with your suggestions. Here is the first pass of the render. Still have a few adjustments to make but the client expressed satisfaction with the output.
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Oops thought it attached my bad
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wow - a great and "terrible" scene at the same time.
How did you proceed now? -
Modeled the huge pile using sand box and textured it with a map. I then used skatter to add thousands of objects to litter the surface to create the top layer trash.
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Create rubbish? There are a few of my earliest models....
Seriously, it's going to be the textures that solve your problem. I did a model of a recycling metals company and I found some very useful (free) textures at textures.com. I suggest you check there.
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