Thursday, December 31, 2020

Creating a cyberpunk 2077 like city in blender Pt1 (Level of detail, concept)

 

I'm trying something very cool - to create a scene like cyberpunk 2077 in Blender. Here's my work in progress with comments so you can understand how I think.


As an architect, I thought about creating a high-rise building as in real life - with columns, beams, structures.. (I'm talking specifically about the structural part that sustains the building, that most people don't pay attention to) as you saw in these photos. 

Now take in mind taking this approach in an open world environment, and probably it would have a lot of buildings.. and let's multiply by the LOD (level of detail) and especially in this case Level of reality (columns, beams, structures). The result? 

This approach can consume a lot of memory, even though is correct. 

An example of where this approach is needed, also, is welcome due to the concept of the scenery/idea is below:




STEP 1: Columns, beams (structure)

STEP 2: Defining textures, direction, what will / won't repeat


STEP 3: Texturizing (using super texture plugin), defining Height / Displacement maps, etc.

STEP 4: Inserting walls, windows, openings, roofs, according to the structure. 


PS: I will create a post dealing with this work (medieval scenery) too,  created  with Blender.  I will write about memory / cpu and other things that must be took  in  mind when projecting a scenery. The full project is here: https://www.behance.net/gallery/109918271/Medieval-Scenery


Why this approach? 

The building in that time (at least I/We believe) were built that way, which the player  needs to feel like. Columns, beams, and some details are needed. I could neglect and make without that, but would seem flat/not too real, taking into account we are in new gen of consoles/pcs.


Ok, going direct to the point:  Here's my concept:


-Height: 250 meters 

-Width and length: 50 meters

-Steel structure Internal (not visible) and external (visible)

-Approximately 80 floors

-Helipad


Let's build it!






I'm using some basic colors to show the difference between objects.

Another idea is that the system in which this mesh will be used, could do the following things:

  • Process details according to the distance from which the user is seeing the object, for example: from a far distance is not a good practice to draw the inside of a building.

  • Maybe even use textures according to the necessity, distance... things that the human eye will see only when next.

  • Use the same texture in different settings, only changing the colors or even quality.

To be continued...

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