Of course you can use the Suicidator script to generate cities, but you if you do it by hand you'll have more control over the result.
Peter Drakulić writes:
Hi
this is a tutorial showing how we could make a cityscape ( a large urban area),in just a few minutes,using Particles and Weight Paint (and some modeling...) offering a somewhat simpler approach.This is an alternative method to the (excellent) scripts that already exist for this purpose.This is also a method that could be greatly improved,I am presenting here the basic idea.
Hope you'll enjoy it!
Happy New Year my friends!
http://www.youtube.com/watch?v=XDB0dwOc2H8&feature=channel_video_title
8 Comments
Nice innovative idea, I wonder if there is a way to make more variance in how the shapes are arranged though
I've used both Suicidator and Blended Cities and while the former produces less detailed city-scapes at blazing speed, i must say, only Blended Cities creates anything that can safely be viewed up close. Blended Cities includes not only settings for traffic lights, street lights, building types but you can decide in detail the number of lanes in individual streets. Finally, you can easily import streets straight off OpenStreetMap.org and create your city based off real data.
http://www.blendernation.com/2010/04/26/city-zoning-modification-for-blended-cities-script/
This could actually work.
Pretty cool. Sort of like BlenderGuru's grass tutorial, but with buildings. Learned a bunch, thanks.
i like his theme
Inspirational!!
Amazing!
Hi
thank you all for commenting and for sharing some useful piece of info in this forum!
as I mention,in the description,this technique was never meant to be a replacement for the excellent city building scripts but rather a simpler alternative to those instead.
I'm,also,sure that it could be greatly improved by the talented fellow artists using some inspired additions and/or variations.
Just some ideas that came to me recently for example >
-in that case there ,where a "polygonal" shape (instead of the rectangular one ) should be used for a given "building block",a Curve modifier ( using as curve the one converted from the duplicated border edge loop > " P > Separate selection/ "Alt+C" > Curve from edge) for arraying the "external" buildings (those that are facing the streets) could be used along with an Array modifier.
-we could extrude the inner faces of the initial block just a tiny bit for creating pavements.
-if using Cycles for rendering,I recommend (because of the "photometric" calculation of the lights in Cycles) that everything has been modeled according to the real world scale! (for example ,use "meters" as a unit of measure)
-for adding more variation to the buildings we could just add more "sample buildings" to our building group,also,enable the "Pick random" option (at the Particles > Render tab) and play with the Jiterred etc options for the distribution of the objects.
Thanks ,Peter