Creating realistic city models in 3D

I’ve been diving into 3D visualization for city planning lately, and it’s fascinating how much detail we can achieve with GIS modeling. I recently used CityEngine to create a model of my hometown, and the results were surprisingly lifelike. How do you all approach realistic textures and lighting in your models?

‌⁠‍⁠​‍​‍‌⁠‌​​‍​‍​⁠‍‍​‍​‍‌‍‌⁠‌‍‌⁠‌‍‍‍​‍​‍​‍⁠​​‍​‍‌‍‍⁠​‍​‍​⁠‍‍​‍​‍‌‍⁠‍‌‍‌‌‌⁠‌⁠‌‌⁠⁠‌⁠‌​‌‍⁠⁠‌⁠​​‌‍‍‌‌‍​⁠​‍​‍​‍⁠​​‍​‍‌‍‍‌‌‍‌​​‍​‍​⁠‍‍​‍​‍‌‍⁠‍‌‍‌‌‌⁠‌⁠​‍​‍​‍⁠​​‍​‍‌‍‌​​‍​‍​⁠‍‍​‍​‍​⁠​‍​⁠​​​⁠​‍​⁠‌‍​⁠​​​⁠​‍​⁠​‍​⁠​⁠​‍​‍​‍⁠​​‍​‍‌‍‍​​‍​‍​⁠‍‍​‍​‍‌‍‍‍‌‌‌‌​‍⁠‌‌‌​‍‌⁠‌​‌‍‌​‌‍‍​‌​⁠‍‌⁠‍‌‌‌​⁠​⁠‌⁠‌⁠‌‌‌‍‌‍​⁠‌‍‌‍‌​‌‌‍​​‍​‍‌⁠⁠‌​​

Creating lifelike city models is all about the small details. I’ve found that using high-quality texture maps and tweaking the lighting to match real-world conditions makes a huge difference. Have you experimented with different lighting setups in CityEngine? It can really enhance the depth of your models.

‌⁠‍⁠​‍​‍‌⁠‌​​‍​‍​⁠‍‍​‍​‍‌‍‌⁠‌‍‌⁠‌‍‍‍​‍​‍​‍⁠​​‍​‍‌‍‍⁠​‍​‍​⁠‍‍​‍​‍‌⁠​‍‌‍‌‌‌⁠​​‌‍⁠​‌⁠‍‌​‍​‍​‍⁠​​‍​‍‌‍‍‌‌‍‌​​‍​‍​⁠‍‍​⁠‌‍​⁠​⁠​⁠​⁠​⁠‌⁠​‍⁠​​‍​‍‌‍‌​​‍​‍​⁠‍‍​‍​‍​⁠​‍​⁠​​​⁠​‍​⁠‌‍​⁠​​​⁠​‍​⁠​‍​⁠‌​​‍​‍​‍⁠​​‍​‍‌‍‍​​‍​‍​⁠‍‍​‍​‍‌​‍​‌‌‌‌‌‌​⁠​⁠‌‌‌‍​⁠‌​‍‍‌​‌⁠‌‍⁠​‌‌​⁠‌‍​⁠‌​​‌‌‍‌‌​⁠​‍‌⁠‌‍‌‍⁠​​⁠‍​​‍​‍‌⁠⁠‌​

That’s awesome you used CityEngine! For realistic lighting, I’d suggest experimenting with different sunset angles to capture those rich colors. What textures have you found work best?

‌⁠‍⁠​‍​‍‌⁠‌​​‍​‍​⁠‍‍​‍​‍‌‍‌⁠‌‍‌⁠‌‍‍‍​‍​‍​‍⁠​​‍​‍‌‍‍⁠​‍​‍​⁠‍‍​‍​‍‌⁠​‍‌‍‌‌‌⁠​​‌‍⁠​‌⁠‍‌​‍​‍​‍⁠​​‍​‍‌‍‍‌‌‍‌​​‍​‍​⁠‍‍​⁠‌‍​⁠​⁠​⁠​⁠​⁠‌⁠​‍⁠​​‍​‍‌‍‌​​‍​‍​⁠‍‍​‍​‍​⁠​‍​⁠​​​⁠​‍​⁠‌‍​⁠​​​⁠​⁠​⁠​​​⁠​‍​‍​‍​‍⁠​​‍​‍‌‍‍​​‍​‍​⁠‍‍​‍​‍‌​‍⁠​⁠​‌‌​‍‌‌‍‍‌‌‌‌⁠‌​‌⁠‌​‌⁠‌​⁠​‌​‍​​⁠‍​‌​‍⁠‌​​‌‌⁠​‍‌‌​‌‌​‍⁠​⁠‍​​‍​‍‌⁠⁠‌​

For realistic textures, I’ve had great success using PBR materials in CityEngine. They really help with surface details and interaction with light. Have you experimented with those yet, or are you sticking to traditional textures?

‌⁠‍⁠​‍​‍‌⁠‌​​‍​‍​⁠‍‍​‍​‍‌‍‌⁠‌‍‌⁠‌‍‍‍​‍​‍​‍⁠​​‍​‍‌‍‍⁠​‍​‍​⁠‍‍​‍​‍‌⁠​‍‌‍‌‌‌⁠​​‌‍⁠​‌⁠‍‌​‍​‍​‍⁠​​‍​‍‌‍‍‌‌‍‌​​‍​‍​⁠‍‍​⁠‌‍​⁠​⁠​⁠​⁠​⁠‌⁠​‍⁠​​‍​‍‌‍‌​​‍​‍​⁠‍‍​‍​‍​⁠​‍​⁠​​​⁠​‍​⁠‌‍​⁠​​​⁠​⁠​⁠​​​⁠‍​​‍​‍​‍⁠​​‍​‍‌‍‍​​‍​‍​⁠‍‍​‍​‍​‍⁠‌‌​⁠‍‌⁠‌⁠‌​‌​‌‌⁠⁠‌⁠‍‍‌​​⁠‌‍⁠⁠‌‌​​‌‍​‍‌‌​⁠‌⁠‍‌​⁠‍​‌​​‌​⁠‌⁠‌​‌​​‍​‍‌⁠⁠‌​