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Art: WFC/Wave function collapse city #1365
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Familiarizing myself with this project, so far set it up and usied https://github.com/Plattar/gltf-exporter to export as GLTF |
Great research, looks sick. 😍 I’m curious how this textures. If you uv/texture the source does it come out in the model? Once we understand the process, we should redo the ingredients and textures to be strong “Webacity”/“Zone 0”/“Nihon” architecture. It would take a bit of work, but the resulting effect might be pretty magical. |
Figured out texturing pre-generation, was simpler than I thought. Open the prototypes prefab then search for the piece you want to retexture. If that piece is missing from the Mesh Filter search for it again and respawn it. Then drag the material onto the piece and go back to the scene. Next open ModuleData and click Create module data. Can then re-open the Game.unity project and Initialize the area to generate with the remodeled / retextured pieces. Ta-da! |
Author of the repo is working on a rewrite as a full blown city generator: twitter How it looks with textures: https://pbs.twimg.com/media/E6B-OpGWYAIQeUJ?format=jpg&name=4096x4096
Hasn't decided if it'll be hosted on GH again. Think we'll be able to use the same assets though! |
Sounds like we should proceed with generating Webaversey blocks then, but I think first it will need a lot more ingredients from Pinterest. |
Hello, I hope you don't mind me commenting here! Some thoughts on the current blocks:
Really looking forward to seeing progress on this, I love that you chose Solarpunk as the theme! |
An article that made the HN rounds: https://www.messynessychic.com/2021/06/10/inside-the-imaginarium-of-a-solarpunk-architect/ |
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Note: We have to replace each block individually in the unity project so its a good idea to take note of which pieces have been modified in the process. |
Okay we figured out a better workflow, we transfer the modified .blend file of the blocks.fbx file and then export (with Apply Transform enabled) to overwrite the blocks.fbx file in the Unity project Assets folder. As a test @plankatron removed the columns from the wall and shingles on the roof and it worked during initialization. |
The AI keeps coming up with I googled it and it does not seem to exist so it is actually original (though I could be wrong). I did not have any japan references in the prompt so if it came up with this multiple times it seems like it has a strong idea. |
Checking in on the explanation of why it came up with that: (this is AI generated) Is Nihon City a good name for the name these characters inhabit? Why? I think it is, and not just because I know the name Nihon means Japan in Japanese. I think it's a good name because it makes clear that the City isn't normal. But it is rooted in the real world. Also, I think it's because the name Nihon is easy to pronounce and remember, which is important when it comes to online video games. And I think the name is easy to say and remember because it's an actual name, not a made up one. The fact that it's a real name gives it a sense of authenticity. |
SimplificationWe need a more simplified generation in order to make concept art of new designs (geometry / textures) before modifying the pieces. Modifications
Updates@plankatron figured out the minimal starter set for generating maps with: marian42/wavefunctioncollapse#20, has 3 sets that work |
But we are not doing that right? Only the full set. |
Those are some nice illustrations. I took some screenshots of the latest simplified blend, think we can concept art some good ideas on top of it. Here are some samples: Note: If @plankatron you need front facing pics to make the UV maps faster we can use screenshots like this Screenshots Imgur album: https://imgur.com/a/sq3naP7 |
I agree, very pretty and surreal. Like someone spent lifetimes on this one city. Which would be an appropriate vibe, though hard to accomplish without spending a lifetime. Luckily we have procgen :D |
Workflow Speed TipYou can edit the prefab inside Unity and nest objects inside modules then save the module data.
Then when you initialize the map it should start working in your editor Can export as part of the gltf as well using plattar exporter. Saves a bunch of time! |
☝️ Whoa, what's that? It looks like it's neural. |
It's the WIP I put in the Discord from yesterday - used deepdream to transfer the style quickly then I'm overpainting on top |
I think I might have a way to achieve similar to this in SP 👀 the edge warping style is something i've messed with a little bit before... If you want me to explore it a bit, I can. It's generative (non-destructive) filtering. |
Thanks, I see it now. |
Blender 6x6 area https://cdn.discordapp.com/attachments/641036402829819914/872593885459775498/WFC_export.zip |
Test file: https://cdn.discordapp.com/attachments/641036402829819914/873675931317858344/wfc_12x4.zip TexturesI've begun testing out various textures for the pieces in blender by making quick and dirty uvmaps for the pieces and assigning CC0 textures using https://github.com/eliemichel/LilySurfaceScraper. I can rapidly test new textures since applying it to one piece applies to all the other pieces. For somethings like the roof there are 10 pieces. I'm currently literally throwing stuff at the wall to see what sticks. Here's an unlit look at an example: The style we want is cartoon / anime. I have ideas on how to post-process the chosen textures to fit the aesthetic. GeometryIt would look nice to hang art on the walls. We need to smooth out the trim that is on some of these module pieces so we have clear wall space to hang some framed art. LightsI could add point lights to some of the module pieces and it will generate the map with all of them there. This is good for the props that have emissive lights, will save a lot of time. When exporting to GLTF using plattar plugin and importing to Blender, the lights do appear as nodes but not as lights. Wondering if there's a way to search and replace in Unity or Blender? |
Updated latest project files here: https://github.com/madjin/wavefunctioncollapse |
Closing this because it’s not clear whether we can use the existing work, but the ingredient models are good. We still need to generate this. |
reopening the issue and doing a deep dive i found this and found the style quite interesting |
https://github.com/marian42/wavefunctioncollapse
This is a good Unity repo + codebase for procedurally generating cities, better than what I had planned. It essentially uses a set of prefabs to glue together a cityscape based on fills and heuristics.
The actual blocks FBX is here: https://github.com/marian42/wavefunctioncollapse/blob/master/Assets/blocks.fbx
We can use this to fill the need to have a city in Zone 0, meeting the last requirement for the trailer.
The work involved is:
blocks.fbx
; we might also want to create the textures at this stageInspiration
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