|
|
"Kenneth" <kdw### [at] gmailcom> wrote:
> Wow, that is looking really cool. Your method looks more 'organic'/natural than
> my attempts so far, regarding street layout, non-square buildings etc.
> Currently, I'm wrapped up in the minutia of making more building height_field
> faces, for more variety in the city-- which gives me time to figure out the best
> way to tackle these other (more important) considerations, and how to code it
> all ;-) My SDL scene is likewise getting quite complex. Your non-SDL approach
> appears to be very sophisticated! Kudos. I'm looking forward to seeing how it
> progresses.
The very first thing I did was to parametrise buildings so they could be made
randomly with a degree of variety. And then I got bogged down with making them
polygonal, then with streets, then how to get those streets, then the various
edge cases that crop up...!
Since most of the groundwork is now laid, I can concentrate on colour, texture
and detail. Window sills via repeat object textures, roof styles and furniture
(aircon, water towers, masts etc), and some more building styles and sub-types.
I also really want to do some more work on the height selection, to get some
interesting cityscapes with 'hills' and 'valleys'. It's been a bottom-up
approach, so it's only recently started to all come together :)
Bill
Post a reply to this message
|
|