Looking back on my initial proposal, I realized that starting out, my goals weren't very clear. There are two types of procedural generation when creating a city—the generation of the individual building, and the generation of the whole city from many buildings. At first I had planned to tackle both these problems, but combined with a rather steep learning curve for MEL, this proved to be a bit too ambitious. It's fair to say that I underestimated how long it would take to really understand how MEL worked and how to manipulate objects through MEL effectively. After getting feedback from my Alpha Review, I stepped back and reevaluated my project. This led to a change in direction that I feel was ultimately a positive turn for my project. I decided to focus on the generation of a whole city, since it allowed for more artistic experimentation (generating the different building types), as well as a more practical final product.
While my current project is fairly different than what I had originally envisioned, I'm quite happy at how it turned out. Here is a list of features I have today:
- Ability to generate buildings from either faces or polygons
- Established framework for adding additional types of buildings
- Generation of different building types depending on face color
- 3 different types of assets: residential, business, trees
- Ability to import additional assets as Maya ASCII files
- Setting max/min height of generated buildings (currently hard-coded)
- Setting cell width of building windows (currently hard-coded)
- Generation of random types of roots/details on buildings
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