Creating a ruined wall in Acropora
Part 1: Creating the Wall
Acropora is one of those apps which let you stumble upon handy, new ways of doing things. For instance I found out by accident when reviewing Acropora for 3D World, that it takes about five seconds to generate ruined walls and other architectural bits in this application, and I found it pretty handy for game-props and quick background stuff. Here’s a quick little tutorial:
- Open Acropora or create a new document; File>New.
- In Voxel Tools, click Create Region, and draw a rectangle on the Primary surface, and then click Cone under Geometric modifiers. you’ll get the fastest results using the cone-modifier, but cube also works, just remember to dial down the strength setting considerably.
- Once you’ve added the cone modifier, go to Noise modifiers, and click Volumetric noise. As you can see, instant ruined wall.
- Now for the tweaking, if needed – the settings should be pretty default; Click Volumetric Noise in the tree under Primary Surface, and set the properties like this:
- I like layering things so I can have fine-tune control over whatever it is I am doing, so I added another set of volumetric noise, and set it to:
- For variations, go to the Volumetric noise setup quad in the lower left of the screen, and start dragging the x-slider (the top one).
- Also try adding a Crust from Miscellaneous or a Hilly one from Terrain modifiers. You may want to bump up the voxel-space by clicking the Increase Voxel Densitybutton in the top bar, but too dense a mesh makes the wall look way, way too fractalised, which is an effect you want to avoid, as it isn’t pretty. Personally, I wouldn’t go higher than 256x256x256, tops.
- Export when you feel you’re done.
Part 2: Exporting and UV Mapping
I tried to extract the mesh alone via using the Extract region function under Voxels tool, but I didn’t like the way it worked, so I tidied it up by exporting as object, ( File>Export Primary Surface) and opening it in Max by just selecting all the polys I didn’t want on the plane and deleting them.
After that I took the mesh into UVLayout, for mapping. One problem I had was unwelded and loose tris – the blue lines in the image below
Uvlayout lets you fix that by checking the weld and clean boxes under Load Options:
I got the best mapping results in UVLayout by just cutting along the top and sides, dividing the wall into top, front, back, leftside and rightside:
I never trust just chequered maps, so I plugged my own, below into About UVLayout>Preferences>Map. You get it onscreen by pressing and cycling T when you’re in the 3D view.
When you’re done with the UVmap, find two stone textures and i.e a rock or earth texture, and mix them up ’til you get a result resembling this:
- And render out:
Insert your text here












