METROPOLIS - City Biome Generator - Substance Script

Turntable Pop-up of different Seeds: Water - Canyon - Lava. Extrusion is being generated purely by the height map via tessellation!

Samples of different seeds! Each one has a different set of parameters and scales to generate the city within.

Samples of different seeds! Each one has a different set of parameters and scales to generate the city within.

Every unique building that appears in the seeds, minus the "Mega" buildings such as the stadium and airport

Every unique building that appears in the seeds, minus the "Mega" buildings such as the stadium and airport

Bird's Eye View of a City generated

Bird's Eye View of a City generated

Lava Towers

Lava Towers

Canyon City

Canyon City

Orbs of the Three Primary Biomes

Orbs of the Three Primary Biomes

Early Concept Sketch of a city from an illustration that lended itself to this idea.

Early Concept Sketch of a city from an illustration that lended itself to this idea.

Water Tile with River

Water Tile with River

Lava Tile with River

Lava Tile with River

Canyon Tile with Airport

Canyon Tile with Airport

Lava Tile with Airport

Lava Tile with Airport

Isolated Canyon Tile

Isolated Canyon Tile

Very Large Blossom City Tile

Very Large Blossom City Tile

Canyon Night View

Canyon Night View

Sky View of Canyon

Sky View of Canyon

Canyon Tile Details

Canyon Tile Details

Lava City

Lava City

Lava City from Bat's Eye View

Lava City from Bat's Eye View

Lava Tile Details

Lava Tile Details

Water City Skyline

Water City Skyline

Night View

Night View

Water Tile Details

Water Tile Details

INDIVIDUAL BUILDINGS: Every building has its own complete PBR channel set: Albedo, Normal, Height, Roughness, Emission, Metallic, Ambient Occlusion

It is easy to start constructing scenes using various seeds to build up an entire city!

It is easy to start constructing scenes using various seeds to build up an entire city!

The primary function that ultimately created just about everything was max-blending alphas in Substance to create the different heights. From there filters happened to parse out different sections of the buildings

Low Rise Blocks

Low Rise Blocks

Typical Height Blocks

Typical Height Blocks

High Rise Blocks

High Rise Blocks

Channels of one typical city block

Channels of one typical city block

Channels of one sky scraper

Channels of one sky scraper

This is the script in its entirety: It starts with constructing individual buildings of low, typical, and high elevations, then assembles them into blocks, then placed into a grid. One the grid is in place the rest of the roads, "water", etc are generated

This is the script in its entirety: It starts with constructing individual buildings of low, typical, and high elevations, then assembles them into blocks, then placed into a grid. One the grid is in place the rest of the roads, "water", etc are generated

Albedo, Occlusion, Normal, Height, Roughness, Metallic, Emission

Albedo, Occlusion, Normal, Height, Roughness, Metallic, Emission

Albedo, Occlusion, Normal, Height, Roughness, Metallic, Emission

Albedo, Occlusion, Normal, Height, Roughness, Metallic, Emission

Albedo, Occlusion, Normal, Height, Roughness, Metallic, Emission

Albedo, Occlusion, Normal, Height, Roughness, Metallic, Emission

WIP: Close to the beginning, the early stages of creating buildings and placing them on a grid

WIP: Close to the beginning, the early stages of creating buildings and placing them on a grid

WIP: Occlusion test

WIP: Occlusion test

WIP: At some point more sophisticated blocks began to emerge along with the introduction of emission channels

WIP: At some point more sophisticated blocks began to emerge along with the introduction of emission channels

WIP: Screenshot of working on the water and bridges interaction

WIP: Screenshot of working on the water and bridges interaction

WIP: Test rendering, one of many

WIP: Test rendering, one of many

WIP: Test rendering + pure emission channel checking of city lights

WIP: Test rendering + pure emission channel checking of city lights

WIP: Water / River Development

WIP: Water / River Development

WIP: Early canyon testing

WIP: Early canyon testing

WIP: Lava Scene building

WIP: Lava Scene building

Introducing the monster of a personal Substance Designer project: THE METROPOLIS GENERATOR

This is a both a project for personal and illustration use. I came across a few examples of what one could push Substance Designer to create and felt the need to challenge myself and create my own! This has been an extremely rewarding self issued project that my Wife and I developed. Fundamentally I wanted to be able to create a script to generate primary and secondary environments for comics, games, real time, and random projects!

I started with creating individual buildings, and arraying them as chunks and blocks, preserving as much parameters as I could possible, then adding a new layer of information such as roads, or "water", and airports. It was a non-linear process that ultimately lended itself to adding 2 different biomes than a regular city / trees / water. I created a toggle for generating a Lava Biome and a Canyon Biome.

There will most likely be a follow up break down of the entire script!

The script is 100% Generated using Substance Designer, rendered in Marmoset Toolbag, with some post-production in Affinity.

Thanks for looking!