I’m working on a procedurally generated city. Instead of keeping it for myself until it’s finished (which can still take quite some time), I decided to work on it publicly and share the progress.
It all started in spring with a small road generator:
…continuing with the footprint generation of buildings:
Next step will be to create many different room textures and apply them on the facade elements of the buildings.
The whole project is too large to attach here, so I created a public GitLab repository, where one can grab it (in case someone would be interested): https://gitlab.com/subdivided_xyz/city-builder
Next step is to create more rooms and also to adapt the building generation to different possible element lengths. Currently each element is 1x1 units large. There’s definitely the need for 2x1 or 3x1 sized elements.
Hello Frank ! Super cool what you did and thanks a lot for sharing those !
Let me share some thoughts, I’m not an expert in large scale scenes but that’s something I’m definitely looking into recently.
You might want to set a few boundaries about how far or close you want to be able to navigate into your city. For windows what you did is pretty cool for close up shots, and to have enough of them to create diversity is definitively a giant task.
From a distance these shape can become fairly abstract :
Paralax will help a lot but the textures in themselves can probably be simplified a lot.
On the first image it’s hard to tell exctly if we look at a chair , a desk, someone, a coffee machine,
But we see clearly the ceiling and having that darker “noise” at the bottom of each window is enough to feel real.
Anyway, I’m looking forward how this will evolve, it’s super interesting !
Hi Sozap! Thanks for the kind words. I somehow agree with you about the detail and that what I’m doing is maybe not necessarily needed. However I’ve drawn inspiration from the description Simon Hughes wrote about the rooms he did for Forza Horizon 4: https://simonhughes3d.artstation.com/projects/Pm2wo4
And since I don’t have a deadline, the creation of the rooms happens on lazy evenings, when I surf the internet and find free assets to grow my library. Creating a new room is then just dropping a couple of new assets into the template I have and render the image. Assets, that are only royalty free and not CC0 I unfortunately can’t share on my gitlab project page, but the room images will certainly end up there with the next update…
Hey ! This breakdown is indeed truly inspiring !
If you have time and patience then it’s great, at some point these details will pay off for sure !
It’s just that recently I build a large scale scene for fun and since I don’t have constraints it’s hard to settle on a general scale. Now I’m having small parts quite detailed next to big chunks that can only be seen from a distance to stay believable And I probably projected my personal issues into your work
Keep up the good work I’m quite curious about how far this city experiment will end up ! There is a really great basis at least !