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| Various segments, bends, couplers, and 3 kinds of valves |
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| plain detail shading |
This 3d modular set based on photos of a historical building established in 1872 as a hotel in Schoolcraft, Michigan. It was turned into a bar and apartments at some point and has been known as "Buds Bar" ever since I have known about it.
This set started with my interest in the amazing colorful peeling brick texture.
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| Peeling brick surface. |
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| Photo with original façade and upper floor |
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| Historical Illustration |
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| Current building, Mapping out module sizes. |
7 New Albums Compiled for 2022
Many of my sound compositions on Bandcamp have been waiting in draft form for several years. I stopped development and dedicated a week to locate, adjust, and add tracks to new albums, as well as create nifty graphics for each. There are quite a variety of sounds to absorb, and all are available to listen to and buy.
Feel free to browse the tracks here and see what strikes your interest.
The genres mainly are in the form of electronic experimental, ambient, smooth-jazz or funk, drum & bass, and low tempo chill out type.
Please enjoy and purchase a track or two if you like.
Thanks!
Idea for generating windblown sand texture in Blender, and Unreal Engine.
I saw some nice sand patterns from a desert photo and it reminded me of the weird type of patterns the Blender Musgrave texture generates. After some experimentation, the results were actually pretty decent. Here are some examples of the setup.
The Musgrave textures are stretched out run, through ramps and blended together, then a Voronoi is used to make variations in the strength of some of the peaks. The Musgraves are also rotated around at different angles, because they tend to reveal repeating lines with larger scale values.
This technique might also help generate some interesting textures to use for panning water normals.
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| using several blended Musgrave textures input into a bump, and into normals for baking. Output Normal map, and Heightmap. Tweaked to make seamless in Krita. |
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| Shader setup on a plane in UE4 |
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| Simple UE4 shader with added color, and heightmap to modulate roughness. Blended the normal map with a seamless noise normal to add some fine grains. |