Posted: 31st Dec 2010 01:48
Edited at: 31st Dec 2010 01:56
I've actually been working on this a bit. I've attached a sample program and "city scape". Its not complete, just streets and sidewalks, a few placeholder objects.
Here is my method, so far.
First, I take a screenshot of a real city, this case, my home town, Scotia, NY., in Google Earth. I load it in Photoshop, and add a layer. I use the pen tool to make paths that follow the streets, then stoke the paths with a brush. Different brush sizes to mathch the width of the streets.
Then I load the images as rotoscopes in Animation Master. I like A:M for this because its easy, and fairly quick. I'm sure if you have Max, or Maya, or even Blender, a similar method could be used.
In A:M, I place splines on all the roads, but I do not connect them at the intersections. After I have all the streets laid out as splines, I use the Sweeper tool to sweep the roads on the splines.
Then, I just go back and manually connect all the intersections.
For the curbs, I make new splines, which just follow the interior spaces between the streets (the blocks). Then I sweep those with a curb profile.
I then export to Ultimate Unwrap, and unwrap the UV's and texture.
I also break the model up into groups, because one big model runs slower than a broken up one.
The DBPro app splits the groups up into seperate models, and loads them. I'm fiddling with exclude object, hide/show, etc, but, not much gain yet. Not enough models, probably. Once there are more buildings, street lights, signs, etc, then it will probably be necessary.
I'm working on another scape right now, I have filled in the terrain sections as well. This area will be Lake Isabella.CA.
All in all, I can model the streets and curbs and terrains, and texture in about 8 hours using this method.
I'll probably get faster at it as I do more of them.
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