Procedural Generation by Automating Blender
summary
Generates rock/asteroid assets by scripting Blender’s UI with the Blender Python API, using metaballs to form base shapes, bmesh to convert to meshes, then applying a subsurf and displace modifier for detail, decimating to a low‑poly target (example runs drop ~22k tris down to ~1,254 tris), smart UV unwrap, bake normal and diffuse maps, export FBX and import into Unity; all steps are automated from the operator log, saved to disk, and produce ready‑to‑use assets.
AI-written summary · about
chapters (20)
- 0:00Introduction and context
- 1:16Why use Blender
- 2:39Proc gen workflow overview
- 4:19Python scripting basics
- 6:16Data model structure
- 7:29Creating a basic mesh
- 9:16Generating an asteroid
- 10:34Metaball modeling
- 13:06Converting to mesh
- 14:46Adding modifiers
- 16:06Creating rough surface
- 19:21Optimization techniques
- 21:15Normal map baking
- 25:03Automating baking
- 27:45Exporting to engine
- 29:10Runtime vs offline gen
- 30:34Combining manual textures
- 32:49Finalizing the asset
- 34:45Key takeaways
- 35:56Q&A and conclusions
related talks
16mUsing Python to Streamline Asset Workflows
22mBlender API for Python
34mProcedural this, procedural that
38mCreate Stunning Visuals: A New Workflow for Artists
30mBlender: the open source film production pipeline
25mProgramming Your Way up a Skyscraper - Python in the Built World
44mModular World Building
27mAI Pipeline for 3D Content: From Idea to 3D Generation
