3D Autotiling pt. 2: Expanding and Optimizing

In the last post we were able to randomly generate “correct” looking 3D shapes. However, my goal was something that a user or game developer could create levels with. Let’s look at our requirements: The user should have direct control of the generation. BorisTheBrave describes calls this “Driven WFC”. We need a lot of tiles. That would take a lot of time to model for a game developer. This isn’t totally avoidable, but we can optimize our workflow. If the user is going to interact with this, the algorithm for solving the generation needs to be fast. Our naive implementation needs a major upgrade. Driving WFC Initial Constraint Our method of “driving” WFC will be specifying which cells aren’t empty as an initial contraint. ...

Steven Landow

3D Autotiling pt. 1: Basic WFC

Introduction I don’t think I would have become interested in shooters if it weren’t for Halo 3’s forge mode. I probably logged 1000 hours in Minecraft when I was a kid (and learned Java because of it!). Games that let you make stuff are the best. Making games is even better. After a few years focusing on my career in network programming I decided to revisit games, this time looking at 3D. ...

Steven Landow

Train Station

I saw this picture on Reddit or something, and I decided to recreate it. There were other decorations I wanted to put in the train station, like a Goblin-themed vending machine and better-looking torches. I needed to wrap it up and move on. To build the environment, I re-used the tileset that I made for my Wave Function Collapse level editor. Rather than copying the tiles into this blender file and arranging the tiles by hand, I was able to use my level editor in Godot, then snapshot the scene using PackedScene, and export the tscn as GLTF, which I then imported in Blender. ...

Steven Landow

My First Character Models

These are a few of the first things I ever made in Blender. It turns out characters are way harder than hard surface. Legfish Literally the first completed model I ever made in Blender. For this, I used a Skin Modifier and Subdivision Surface based workflow. Joey Carlino has some great tutorials for this on YouTube. A nice starting point, but a bit finnicky. Cat Knight I read the first few chapters of The Animator’s Survival Kit because Mixamo animations look pretty bad on stylized characters, and winging it produced wasn’t working either. I’m never going to be a professional animator, but it’s nice to be able to throw things together for my own use. So this is my first run cycle. ...

Steven Landow