B3.2 Advice for modeling broken walls

Hi all :slight_smile:

I’ve been modeling old rumbled walls for some hours and having result like this:

I do this vert per vert and it is somewhat tedious and quite boring :stuck_out_tongue:
Does anyone have an idea whether there’s a straightforward and simple way to model this kind of thing, by starting from a full clean wall ( marked on the pic with the red line ) ?

I thought of separate the thick wall ( P-KEY ) and applying a GN from a surface drawn curve but am not sure of the method…

Thanks for all you ideas ! :smiley:

and happy blending !

Well… answering to myself after some play with GN…

I got this:

The black flattened cube is the wall on wich i drawn a curve.
curve to points and draw squares between those points.
This gives me a stepped curve that could maybe taken as a knife for this wall…
Adding some randomness between curve points is necessary but i don’t know where to get from the step i’m now…

Any idea ?

Here’s the blend:
stepped-curve.blend (3.3 MB)

Happy blending !

Isn’t there a grease pencil fracture or something like that?

hmmmm indeed there is :slight_smile:

I already used this here: Carcassonne Medieval city - #380 by pitibonom

the thing is that it is not as convenient as an automated solution would be :wink:
something like drawing an overall curve on the wall and blender randomizes some vertex positions and cuts the wall, also allowing the preview & adjust the final result…

And i confess i’m lazy and prefer make the computer work instead of my mouse :wink:

You can use cell fracture + annotation, with some manual bevel you can also make cracks from the splits.

The cell fracture is not convenient for what i want to do, as i don’t want to break the wall in pieces but just cut it in a ‘randomish’ look :slight_smile:

Still digging with my GN idea…
I think i get closer :wink:

Happy blending !

Start with a simple edge or a curve and use knife project?

Alternatively . . .



Dj

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This method is veeeeery interresting !
I however have to keep all models low-poly; therefore i cannot ‘grid’ them. but planar faces can be decimated…

Thanks fir these ideas @DamianJ !

Happy blending ! :slight_smile:

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