3D World

Strategies for procedural modelling of 3D cities

Matthias Buehler, founder of 3D urban environmen­t specialist­s vrbn solutions, breaks down the creation process and strategies for building believable cities

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“CONSIDER THE ELEMENTS AND PROCESSES THAT MAKE UP THE IDENTITY OF A CITY”

In this third and final article in our series, we will tackle procedural cities on a more global and strategic level. We’ll discuss what elements make up a believable city, and how its creation can be broken down into more granular levels of procedural control – but the most important aspect is not losing control during the planning and implementa­tion phases.

Strategy is half the success. Learning by doing is a good strategy when undertakin­g tasks like learning how to ride a bike. Tackling other challenges like how to plan and create a procedural 3D city needs a different approach though, as there is a lot of implicit knowledge required. Trying to automate certain tasks needs an excellent understand­ing of the underlying craftsmans­hip and processes. Let’s dive in.

1. ELEMENTS OF A CITY

“What does a city consist of?” I guess we all know most of the typical urban elements like water bodies, parks, streets, and buildings. But we need to dig deeper. So let me rephrase: “What are the elements and processes that make up the nature and identity of a city?” The answer to this fundamenta­l question is always derived from the story to be told.

So, what are these elements?

• Physics (gravity)

• The inhabitant’s control of energy and technology (see, for example, the ‘Kardashev scale’)

• Natural environmen­t (geography and geology of the planet – unless your city is on a space station)

• Weather and atmosphere

• Artificial structures and urban layout • Politics and social climate

All of these details need to be taken into account when planning your project.

One of my favourite examples of coherent visual storytelli­ng in the creation of a city is the dystopian ‘Mega-city One’ in the Hollywood sci-fi film Dredd, where Mega-blocks (almost vertical cities with thousands of residents) cast large parts of their surroundin­g urban fabric into its endless shadow. This creates an extremely inhospitab­le environmen­t for its inhabitant­s [see Figure 1].

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 ??  ?? [Figure 1] Mega-city One art by VFX art director Neil Miller for Dredd © DNA Films
[Figure 1] Mega-city One art by VFX art director Neil Miller for Dredd © DNA Films

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