And now to the second part of our Christmas Lights setup, where I’m going to show you how to distribute light bulbs along a spline and to setup nice and handy viewport controls. First part is here
Finally got a chance to give the Fracture Modifier Blender build a try in a real production. The result may not be perfect due to time/budget limitations (as always, duh!), but it was fun to figure out how the whole thing works over night and build something acceptable with it 🙂
Here’s the first part of two part series on creating procedural Christmas lights rig. This method is also useful for creating all kinds of tentacles and vines crawling along some surface. The second part is here.
When creating an asset, whether it be a game prop or a character rig try to use so called procedural approach to perform as many steps as you can. For example, talking about Blender, when you need to bevel some edges of your model, instead of using bevel operator try to use bevel modifier, which generates new geometry […]