Frogwares Recreates Istanbul With A City Generator
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by Nils Arenz
7 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

by Anthony Thomas Gaines
10 hours ago

Is this not like gear VR or anything else

by Starkemis
12 hours ago

Thank you!

Frogwares Recreates Istanbul With A City Generator
8 October, 2018

Are you waiting for The Sinking City from the team at Frogwares? The studio has recently presented the true potential of their city builder tech that they created in Unreal Engine 4 by recreating a real city in just one working day

Frogwares launched the whole test by asking fans on social media to vote from a list of iconic cities and Istanbul turned out to be the winner). The team then spent eight hours with the city builder, buildings that had already been created for the upcoming game, and Google Maps.

The first step here was to grid the city and accurately mark the street locations, then define different areas (residential and industrial areas, for example). The tech then automatically matched the building maps according to different areas.

The test took the team a total of six hours. Although this was just a small test area, you have to admit that the potential here is huge. The CEO of Frogwares stated that after the release of their game, the team will provide this tool to other developers, students, and aspiring artists for free.

Make sure to watch the full video and discuss it in the comments below. 


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