Trying my hand at procedural hard-surface design—building an algorithm that takes a base shape, in this case a sphere, and automatically adds details to it.
First beauty render—there’s lots more to do on the geometry front, but I wanted to take a detour into the materials and lighting.
Earliest version: scattering points on the object, mirroring them, Voronoi-fracturing the result, and extruding it.
Beginnings of the wiring system: picking pairs of points on the surface, connecting them, subdividing the result, and moving it out to fit the surface.
Got the wiring working, and started on grilles: for certain tiles on the surface, finding the longest axis of the bounding box, distributing boxes along that, then Boolean-intersecting them with the original tile.
Same system as the previous one, but with a different seed value.