Map boundaries [render]

I’ve been asked by a few people just how big this city model is, and which range it covers – so decided to render a full top-view of the map, so people can see the region I’m working on.
The dark buildings are buildings I’ve started working on to some degree.

To give a sense of perspective, St. Pauls Tower is the centre-most building, and you can clearly see just how much more work I have to do.

If you are in the Sheffield area, and are looking to help out with this mammoth project, you can register an account on here, and once I’ve validated that you are a real person and not a spammer – I can set your status to Contributor, which will allow access to a team-management system I’ve installed – and I’ll also set you up with commit/push access on Github.

Currently, I’ve no idea how I’m going to manage and organise a team – this is a labour of love project I’m doing in my free time: so some self-motivation on your part is a must.

While on the subject of layout – I’ve retextured the pedestrian areas to use some of the photographs I’d taken of the ground the other day.
I did take some more today, along with Mecca Bingo reference photos, but alas:

My memory card died.

I have been experimenting with some of the grass textures from Blenderkit, but found them to inflate the filesize to be too large, so will be continuing with UV: though this is definitely not the end of my foray into this tool: particularly for uploading my urban environment textures into the community, as well as pooling resources of talented artists.

St. Pauls Tower [screencast/game asset]

To call this an Episode would be a tad unfair – there’s no dialogue per se, it’s a compilation of screencast segments where I’m making an attempt to texture one of the most icon buildings in the city center – with the tallest building there is.

I wanted to use the music from the end of my last video, in which we walked around the city a little – so in this video, I’ve used the whole song to show some screencast footage of building it, the clips aren’t really in any chronological order, more a stylised arrangement to the music.

Spoiler alert:
The video dramatically ends with an Armory error message fade to black.

Uniform receiveShadow not found.
Uniform lightProj not found.
Uniform envmapNumMipmaps not found.
Uniform receiveShadow not found.
Uniform lightProj not found.
Uniform lightProj not found.

As a chaos magickian who loosely holds a belief system which involves being your own God (or at least convincing myself I am during gnostic states): switching on the lights should be some day one shit.

In the last video (Episode 2), I was able to export the city to the Armory engine, but pardon the pun – it was very foggy.

Now, we have a Skylight, we need to tell the game engine which objects give out light, which receive light, and what objects cast and receive shadows – so it knows how to dynamically interact with it in our game environment.

Thanks for reading!

Music: David Guetta Ft Kelly Rowland – When Love Takes Over (Buzzby & Dane Robson Remix)
Big thanks to Dane for letting me use this track.