This is the Blender collaboration 2022, week 40 challenge. Don’t be afraid to join, a lot of us are beginners. This is all to practice, have fun, learn, and get together.
This week’s subject is “Non-human city”.
“Non-human city” - This means any reasonably large area of settled land. That is not settled by a human. Which is a city that is not human. Like an alien city, or an anthill, or a secret pig city.
The rules are simple. 1 subject, 1 entry, 1 week.
You create whatever object or scene or whatever you can think of that has something to do with the subject. It can be as simple or complicated as you want, all entries are welcome!
Post your picture here in this thread. And at the end of the week, we start to vote. And if you are the winner, you may choose the next subject and win a unique badge.
18 million tris my poor ailing old computer I so need a new one.
Would have liked to do more fuss and textures but even as it is it will only render at 50%.
Each cell is a hexagon.
Hive Alien City, with maintenance droid. Are they sleeping, hibernating, or out somewhere?
What I did once for a beach project, was to generate a texture from sand grain particles. And use that image as texture for the beach in the back of the scene. In the front particles, and in the back the same structure but then as texture image.
You can do that too, because the 3D repeated structure in the back. Is basically becoming a flat image. Also this in combination with Blender post processing.
Otherwise I think you’d need rooms. The pipes are kind of like the roads of the city, and the rooms would be like the buildings.
But those are just my ideas. Can’t wait to see what you come up with!
(One note: the yellow elbow bend in the front seems to be losing some of its color to the reflection. IMO it would look nicer if we could see the yellow better.)
I was thinking similarly to @FedPete . If you didn’t want to do a flat image, maybe you could reduce the detail of the geometry in the background. I know some video games have a way to switch to low LOD models automatically based on distance, but there’s probably an easier way to do it manually for a single image.
I suppose I could apply the arrays and curves and then be in a position to delete the two thirds not in the camera view. I am a bit surprised as there are only 2 ‘cells’ and all the rest are just array instances, but it fails to write the first rendered tile at my usual 4k image size. That may be low ram? As half mine died several months back. Promised myself a new machine when these new generation parts are out hopefully by the end of this year ‘ish’.