3D View

I have added various improvements to the scene generators. I’m not happy with all of them, but I’m definitely learning a lot of new things as I go along. My favorite addition was the sky, I’m using a Perlin noise field to draw small brushstrokes that add a wonderful texture to the sky. Also, I […]

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Updates

I’ve been steadily working away at the algorithm used to generate the tree. My biggest issue previously was determining the thickness of the branches, while fleshing out the algorithm I stumbled upon a few different styles that are surprisingly appealing for being mistakes. Hint: enlarge the pictures Edit: just playing around with some ways of […]

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Tree concepts using SPC

I was getting some practice with more complicated programs by writing a quick script to simulate boids when I had this great idea, if branches could be treated like organisms you could draw a tree by spawning a bunch together that wanted to escape each other and then tracing their path. I quickly realized that this […]

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Procedural Scenes

I’ve been holding off on posting anything about this, but progress is so exciting I just had to share a few pictures of what I’m working on right now. As with everything else I’ve posted thus far, these scenes are 100% procedural meaning that they are uniquely made every time I run my program. I hope […]

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Just Pictures.

I haven’t been doing any work on this lately, I have other exciting things to show, but i’m saving them for later, for now its just this. PICTURES! Again, they are not highlighting any new content, they’re just nice pictures to show off how nice things look at the present state. Enjoy!

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Processing

Okay, so it’s not a bid deal to generate islands, we’ve all done it, it’s like the first thing you do once you start playing around with Perlin noise. I get it. That’s how I’ve felt for the past while, I had a decent map mock-up done a long time ago it had everything you […]

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New Stuff

So, not much work has gone into Low-Polygen recently and that’s a good thing. Here’s why: all my efforts have gone into another project I have been working on. This time I’m not burdened by an API or all the overhead that comes with programming inside a modelling program. Don’t get me wrong Blender is […]

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