 Howdy guys, all right, so I just wanted to show you guys, you know, some progress on the Firewatch Tower, something I've been working on for quite a while here and there, you know, on and off kind of thing And so I restarted it and this basically is the Firewatch Tower from the game Firewatch game I really like to play and I really like the look of and so I really wanted to start to Replicate, you know, the look but also make it procedural as well. And so this is basically where I'm at and so To dive in really quickly here. I just want to show you some of the cool tricks of this guy here If you go into the tower node All of this starts from a single grid and the way that I do things like the stairs and the the tower is By using a copy transform node say this copy transform node and I basically lift it up and then per copy I basically scale it down a certain amount right For the stairs itself The trick here is to basically for every single copy is to rotate it 90 degrees and The reason why that works for the reason why that's cool is because then you can use a ad node, right? And you can skip every fourth point basically and that gives you a nice spiraling Curve to use for the stairs and so I actually have a little node here that basically goes and builds the stairs for you Right. And so if you dive inside there All I'm doing really is just I'm blasting one of the particular Curves you can use whatever whichever curve you want, you know one or two or three right from that whole thing and you'll get The stairs generated for it Right, so this whole network right here. We'll go through and generate those stairs for you So some cool techniques in there. I'm still working on it. I'm here and there's definitely a side project for me But I do actually like work on this on this thing There's lots of really cool techniques in here and I really want to make it so that you know We have all the props and stuff inside and really develop a nice set of HDAs and Tools here inside of your D need to create these types of props Another cool technique that I did was the shingles for the house over here And so I need to find it again. I need to organize this stuff all back up But for all the patrons out there, you guys have access to the files so you can sift through it Yeah, here we go. Here's the roof so basically I come through and Let me turn on my wireframe. I Go and create the roof just by extruding the top grid up there, and then I divide it so many Rows basically using a divide node here And so I just use some expressions there to go and divide that stuff And then basically I go through and I have this side switch in here So I have this loop that loops through and creates the actual Shingles for you And what I'm doing is I'm using this side switch, which is just a regular node to to determine if the current incoming polygon right is Larger in the x direction or in the z direction then I switch and basically subdivide it based off of that Right and so once you run it through the entire loop you get This and then I have this group by range just to kind of randomly select tiles that should be or shingles that should be darker Ended up working quite well So from there I also am making sure all this stuff is UV'd as I'm building it. You'll notice if you sift through the The graph here. I have this Where is it? This HDA that I built yeah, this wood plank which basically is used throughout the entire Node network this basically will is what's responsible for you know creating all the posts and anything That's a wood plank basically, but the nice thing about is it's automatically generating all the UV's for me, right? So I can put it all into a Texture sheet Right and so if I were to actually go into the final deal here You can see that all the UV's are laid out Into a texture sheet so I can use those guys and I basically am creating all these textures these trim sheets inside of the Quixel mixer here and so the technique to do that to create these Trim sheets here is to create a mask and I just use this position gradient and then you basically can Let me actually hold down shift here You can basically use that to determine where it goes usually put it at some sort of defined value like point point five in this case You actually do that. There we go. Then hold down shift Yeah, so that's how you can do that. Let me open a couple of the others here So I have like the accessory sheets. I don't want to save that guy so this one it has all the The texture for the shingles and all the cement stuff or anything that's cement and then I have another version of wood So I have two wood sheets for this guy And I created in here Yeah, it turned out pretty good. It's working out. Well And so that one little HDA that is creating all those wood posts is really helping me with all that stuff There we go Let me jump back up. So anyway, I just wanted to do a really quick one through I didn't really want to you know, do a full tutorial on this just yet because I'm Not totally done with it. And so just kind of a sneak peek. Like I said, all patrons Have access to these files so you can see how I'm doing it Hopefully at some point this coming year, I will have a new course I really want to do like all the terrain and like foliage using the latest stuff on who do 18-5 So anyways, yeah, it's pretty good If I were to change stuff something like let's put it to like a total number of three Here you can see that it's changing as well. If I were to change like the tower height here Something like four or I said three was my max there You're gonna notice it's not super real time. And that's just because I'm also UV mapping everything. I also have AO turned on for this But you can see that the stairs are falling it everything is procedurally done. And so Yeah Super cool stuff. You can change the footprint scale for like the building up here Just got to let it process. Now one thing I want to do is I want to basically make it so that You have the option to switch off the UV's and all the AO and stuff I mean currently you can't switch off the AO makes it go a little bit faster But the UV's definitely are the things that are taking the longest and it's usually these UV layout nodes that take the longest And so I want to put in a switch for all that stuff Put this tower height back down to like 2.5 So, yeah, there we go If you are interested in the project definitely go up to the any pixel patreon and check it out. Thanks much