DISCLAIMER #1: Code presented here is pseudocode that does NOT necessarily reflect production Limit Theory code.
DISCLAIMER #2: This tutorial assumes you have at least basic knowledge of 3D geometry and related math.
Firstly, let me complain that ‘greeble’ is an abhorrent word and should be banished.
Ok, now that’s off my chest… 😂
Greebles are small, repeated details added to a model to give it a sense of scale and a particular aesthetic. Certain classic sci-fi films popularized them, back when “model” more often meant a physical sculpture:
If you’re familiar with how to extrude the polys on a mesh, as described in my procedural mesh extrusion tutorial, then you already know how to add greebles to one. Not to spoil the fun, but to put it simply:
Adding simple greebles to a mesh can be accomplished by extruding all of the polys of the mesh by a random length.
However, you might have noticed that the above tutorial focuses only on extruding triangles, whereas the header image for this tutorial has square greebles. I had set up the mesh so that it was split into quads, and many of the meshes in LT (and possibly in your game) are made of polys with more than 3 indicies. So, in this tutorial, we’ll learn how to extrude a poly with n indicies, and we’ll apply that algorithm across a whole mesh to add greebles. We’ll also learn a couple of ways to vary the greebling algorithm to get less uniform results.