Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Content

Hey folks, plan on launching this Friday. Just thought you might like to take a look at how SPOCK works.

Files

Previews only

Locker Tutorial Interior using SPOCK Structured Sci-Fi Packer for Blender

A detailed tutorial on how to use the SPOCK addon for Blender to achieve hyperdetailed results. 00:00 Introduction 00:21 Creating the faces for SPOCK 06:38 Intro to SPOCK 07:12 Loading DPACKS 07:24 DPACKS explained 08:50 SPOCK Algorithms 09:24 Collection Sets 10:12 Packing with an underlay 11:13 Saved collection sets 12:01 Adding Dots (lights) 13:38 Packing the entire mesh at once 14:06 Adding side panels 16:57 Packing corner panels 17:48 Render preview 18:03 Packing the floor 20:18 Packing the back panels 22:39 Add a light 23:26 Packing Displays and Controls 26:10 Packing tiny details 27:07 Changing display graphics

Comments

ByteC

“To boldly go where no man has gone before.”– waiting for the James T. Kirk edition :P

Douglas Crabtree

Love this video and also helped me out with some inset problems I had been having. Thanks Chipp and cant wait!!!

Harvey Marks

Awesome..!!. I do have a question though, it seems like there is a lot of hidden faces. How do you suggest optimization should be approached?During creation or after?

chippwalters

There are a number of ways to handle this. Because these are instances and not created through something like geometry nodes, they can easily be selected and deleted. So you can turn on x-ray mode and just boundary select those that are hidden and delete them. Another way, is just to realize all the instances and then join them into one object and then edit that object and use "select interior faces" and delete those. And a third way would be to just use the remove occluded objects button in SPOCK, wait there is no such button... Yet