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by malermeister 975 days ago
Incredible work! Since you've made this in 3D, I wonder if that could potentially enable a more immersive way to get more out of the work you've put in than just static images?

Would it be possible to do a sort of flyover video with the assets you've created? Or potentially even plop the assets into a game engine and let people interactively explore?

1 comments

The area is huge, to a point where you have to worry about floating-point imprecision. The sheer amount of stuff in the scene is pretty crazy.

Perhaps I can bake it down to something like what you might see in Google Earth in 3D.

Super impressed! I can help you make this into a real-time flyover if you're willing to collaborate. My contact is in my profile ;)
How did you fill it with buildings? I imagine they’re not all unique?
Certainly not. Take a look at Blenders new Geometry Nodes system.
I was gonna ask, "did you use geometry nodes?" But then I CTRL+F this comment chain.

I've gotten absolutely incredible mileage out of geo nodes for forests and cities. Once you get used to the peculiarities, geometry incredibly superior to using particles and heatmaps. And I'm just a hobbyist! I use Blender for gamemastering, but haven't ever been paid to do it . . yet.

(If that sounds like fishing it is totally fishing. How does a middle-age MilStdJunkie break into the modelling / simulating market?)

Did you do any street-level renders? I realize that it's completely, totally a different kettle of fish, the detail you got here would murder the entire world's computers if it had 1m scale detail.

Fabulous, fabulous work. Amazing. I did something similar for New Amsterdam ~1660CE, for "Providence", a Lovecraftian horror game set in colonial New England. But New Amsterdam and Seekonk in 1660 is nothing compared to this, Tenochtitlan in the immediate pre-contact period.

Have you tried rendering any of it in UE utilizing nanite?