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Surfacing

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.

Inspired by the incredible work of Akira Saito: https://www.artstation.com/asaito

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.

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.

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.

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.

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.

Same system as the previous one, but with a different seed value.