Day
#genuary4 of
#genuary2026: Lowres.
This is WIP -- I have sunk too many hours into this and need to move onto some other stuff for a bit!
I interpreted lowres as also being "low poly" eg a Playstation 1 / N64 aesthetic. I have wanted to somehow proceduralize 3d form creation ala an extension to my 2d robots project (
https://pixelfed.social/p/heavyimage/784371926546424868). I initially wanted to see if I could proceduralize the creation of lil robot pals with a lot of character ala the mechs in "Enter the Breach" using geometry nodes in Blender but it was proving a bit too difficult (though the most recent 5.1 alpha has the hilariously named "bone info" node for querying armatures which is super cool!).
In the end I tried to simplify by going with a more F-Zero / Wipeout style aesthetic to see if I could I could generate low-rez 'racers'. Even though the end result is supposed to be very polygonal, I thought I'd have the most control if the 'design decisions' were handled by a low resolution system of lofted curves.
In the screenshot you can see: the randomly manipulated control curves (via some rules I worked out to generate generally pleasing forms). Behind that you can see the lofted forms. And in the back you can see a procedural decimation / "low rez aesthetic" version of each racer.
Achievements:
* The setup is totally self contained and relies on a single "seed' value so that's literally just 7 cubes each with a copy of the GN setup w/ different seeds.
* I learned a ton more about GN and lofting
* Some (but not all!) of the racers have some character!
TODO:
* More variation in gross structure
* Still not really nailing the low-poly aesthetic.
* Procedural fins / canards / wings / air intakes
* Procedural texturing :-)
* Procedural low-poly mechs!
.blend here:
https://github.com/heavyimage/genuary/tree/main/2026/day4/
#genuary #generativeart #abstract #abstractart #blender #noai #wipeout #fzero #lowpolyart