Dieselpunk Scrapyard
A dieselpunk scrapyard built as an art piece, with procedurally generated scrap piles, for FIT2169.
Video
Video coming soon
Gallery
Overview
I wanted this scrapyard to be an art piece. It's inspired by the Tower of Babel: a towering pile of scrap with a walkway spiralling up toward a golden ladder above, a reference to Jacob's Ladder. The scrapyard stands for hell, and the ladder for the heaven above it.
What I did
This was my first environment in Blender. I'd hardly used it before, having worked in Maya, but I wanted to step out of my comfort zone and become more adaptable.
I knew I'd need to spawn a lot of meshes, and that a pile should be cone-shaped. So I scattered points inside a volume, turned the points into mesh instances, then converted the instances into real mesh. That's how I built the piles of scrap, even heaped up against the walls. For the crane and the walkways I used curve arrays, including one that spirals up the main pile. Almost all of it was built procedurally in Blender.
What I learned
Optimisation. The scene ran badly in Unity because it was very unoptimised. It was a mistake I made once and learned from: every environment since, such as Mt Tmolus, has been well optimised.
I'm still proud of the Blender experimentation and the vision behind it. I see 3D modelling, and environments especially, as an art form in themselves, and this scene brings a lot of themes and ideas together.





