View Full Version : Modeling a Modern City?

06-26-2011, 04:41 AM
Hey all, it's me again. Well, I'm actually making progress on my project but i've hit the next big hurdle... I need to model a massive, modern city, and be able to blow it into chunks with Hard FX. Also, I can have two models, one for viewing without massive render times, and one that is split into lots of polys and parts to destroy when the time is right. So basically, I need to be able to model and properly texture a modern city with the intent of blowing it into chunks later. I'd very much like to be able to make a rather pretty looking modern city, with maybe a few minor steampunk elements thrown in.

So, do you guys have any hints to offer me? I'd enjoy some Tutorials and Textures. Modeling is hard to do right, and I want to make this city a work of art! I want to be able to have HDRI lighting and have the city work well with bouncing the light, shading right, and to actually look like its a city people would be living in. I have no idea how to achieve that ^^;

Thanks in advance for your help,
The Adaminator

P.S: I wouldn't mind if there were a city generator out there somewhere, either. The project I'm working on is big in a way that I want to simplify the process as much as possible. It's a self-given project, of course, but that doesn't stop me from wanting to have the work done quickly. :3

06-26-2011, 06:42 AM
well there are commercial city generators out there, but tha´t probably not what you want, so your basicly in for time consuming work anyway.

Im perhaps not the proper person to give advice since I havent completed such task myself, but some suggestions here anyway.

I guess you need to learn how to build One building at the time as fast as you can.

I believe you should work in layers if you can for many parts, especially if you wan´t to destroy it later on, you can always collapse layers to get all layers in to one later on, but still with unconnected geometry wich is necessary once you add hard fx.

Im very doughtful if hard fx could handle a whole city and to simulate it proplerly too, such tasks are what we should have bullit or other dynamics engine for I guess, and it might be unrealistic to set a goal to have it look like 2012 if youré not that experienced.

I would suggest look at some youtube clips of destroyed buildings in 3d if you can find it, and check trough how they did it...no harm in e-mailing either to find out.

Back to creating buildings, you can do a lot wit cloning in modeler, if you create a window section, you can simply clone it a few times with a proper ofsett to match the other window on the x-axis, then clone that on the y-section and you have a full front side of the building window.

You could also save pre-cloned windows, as stencil templates etc.
Also you would have use of making sure that you surface your buildings in different parts, so you can go back and pick segments based on surfaces.

If you draw out a box with a couple of divisions on x and y, and bevel that, with only the inset and check new surface, then you will have automaticly those bevel insets as unique surfaces to cut out as windows or other type of segments.

Im sure there will be more tips coming here for you.


06-26-2011, 06:48 AM
Im sure that Lw-cad will be recomended here soon:)


06-27-2011, 02:37 PM
I use this blender plugin to generate cities and then import them into lightwave. This is a easy and free way to make a random city: http://arnaud.ile.nc/sce/


06-27-2011, 03:56 PM

This will make really nice looking buildings.

06-28-2011, 01:42 AM
CityEngine is really powerful


06-28-2011, 09:43 AM
A city being shattered would look mostly like clouds of cement dust, at least after the first few seconds.

06-29-2011, 05:07 AM

This will make really nice looking buildings.

Not actually the buildings, merely the inside view and lighting of the windows.
But sure It will add realism to already created buildings.

CityEngine is really powerful


Yes indeed, I have to try the demo, Finally they created a little presentation of it in action, looks darn sweet...you don´t throw that up
with lw-cad for a whole city in the same way and speed, thou Lw-cad might be to prefer for single buildings.
Node based control also it seems.


06-29-2011, 07:36 AM
here´s a tutorial using open street maps in conjunction with CityEngine.


here´s what´s new in CityEngine..


06-29-2011, 07:39 AM
CityEngine is really powerful and flexible, i love it.

For instance we are using at the moment on a small-ish reconstruction of an area in London in the late Tudor period.

We imported current street data from OSM (http://www.openstreetmap.org/) straight into CE and did some cleanup and small modifications to get to the best guess for the Tudor period.

We are now generating some distant models via the grammar engine (with node or code based workflows) within CE as they don't need to be high poly.

For the mid range buildings we are creating some randomised features (eg chimneys) as mid poly objects in Lightwave and using the grammar in CE to apply it procedurally to the buildings.

Finally we are importing high poly objects from Lightwave directly into City Engine for placement.

Its a fantastic tool .... and no i dont work for procedural! :)

06-29-2011, 11:25 AM
I believe It is procedurals channel on youtube, and this video as they stated is rendered with Lightwave, I guess the beginning part at least, then the rest is realtime recording of the interface in Cityengine.