[COMING SOON] Phasequad Modern City

Hi. My name is Alex Vision. I am the game designer and lead designer from Phasequad.

Modern City - Released

Main asset for creation urban zones.

https://www.youtube.com/watch?v=Ri0z-fsMlPM

https://www.assetstore.unity3d.com/en/#!/content/97355

Free Demo Download: http://www.phasequad.com/2017/05/phasequad-moderncity.html

Upcoming additions:
Underground parking. Some props.

Modern City Bridges - Released

Modular bridges available on asset store now.

https://www.assetstore.unity3d.com/en/#!/content/95834

Modern City Muscle Cars - Released

Unbranded muscle cars for your city. 10 Great game cars with extra parts.
I wanted create a modern cars for modern city first, but… I really, really love muscle cars…)

https://www.assetstore.unity3d.com/en/#!/content/97355

Modern City Park Zone - Coming Soon

This asset will be include many props and details for creation park, street and pavement zones, different urban nature, fountains and monuments, fences, benches and lampposts, different modular stairs, zones for sport and recreation areas.

Modern City Department - Coming Soon

This asset will be include complete department enterable buildings.

Fire station, Main Fire Department and 2 types of fire-truck.
Hospital, Large Medical Center and ambulance-car.
Police department, modern police car, SWAT Truck and police helicopter.
School and school bus.
Central City Bank and truck.
Covered parking and gas station.

Modern City Airport - Coming Soon

Asset for creation detailed airports with airplanes.

1 Like

Progress: 72%.
Materials, shop and backyard details now.

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The new system of road texturing developed. Roads on 45 degrees with crossroads complete.

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So, I can not finish it in this month, but little details left. I think what I’ll finish it in few days.
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Looks really nice.The buildings look very beautiful.I want to be a beta tester for this asset in case you need one.Eagerly waiting to test this new asset.
Warm Regards

Thank you! We will keep in mind.

But first, new screens and now we create prefabs, then finish… i think))). Also we decided to expand the choice of road parts, so more a little few days for this.
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As you can see, has been decided to add some changes in building parts, because has been need to add more opportunities in work with design of facades, what of course took a little more time for it. But do not worry, on the speed of construction and number of parts is not greatly affected.
Oh… yes… and demo scene… please soon).
And by the way, subscribe on this project in instagram

I particularly like the facade with the Greek columns. Very nice! :slight_smile:

@PhaseQuad : what’s the average poly count of a model ?

I try to use a minimum polygons in facades, there may be erroneous polygons when I used a boolean function, do correcting in debug days. Columns, frames, borders and other details is a separated meshes. Average I try hold on from 200 to 500 for facade. For big building just about 5000-8000 with details. In begin we wanted to use a more height maps, normal maps or something, but this is not enough for a realistic look.

@PhaseQuad : thanks for the answer. We could be interested by the models and their mood.
It’s for a project running exclusively on an iPad Air2 (so we can push the mobile boundary above what’s usually allowed on ‘mobile platforms’. The scene will only include buildings, a street, the environment (trees, lamp post…) and a fixed camera.

So if things are going well, your project can be a good source for us.

Hello guys. While we prepare a demo scene, documentation and wait a pending time, i want represent you the little adds and changes.
In first, we added to some facades the extra details, for example separated unique border or window frame, sill, columns and more. It allows even more get a random buildings for your city and you do not need to put in scene this details manual, this is a little prefab in fbx. This strongly is Increased variants for facades and speed for create.
Some changes have been made in semi (so has named corner on 45 degrees) and rounded corners for facade.
Aaand… top borders now have a special material channel for using alpha textures, dirt, ornaments or something. So that if you want use your custom textures, you don’t need drawing 100500+ textures in all options)), simple use one of misc texture with alpha channel for all your textures. For roads we made this in begin.

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In last screen, one of the tests. Impossible, but this part of city made in 7-10 minutes and have just about 30-40k tris. Very nice…)) and really fast I think))…

Some questions for me, which ask me on mail or social.

How you invent and how long develop this asset?
This is not asset in begin))) I simple wanted a create open world game in modern city, but I understand, what create big cities, is really longest process and for one this is impossible. About 5-6 month back, i decided develop a system which allows create a detailed big cities is very fast and possible for everyone. Many facades has been deleted and many times
everything was redone))

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What is your experience in gamedesign?
I am professional modeller and programmer on old Lisp, UScript and JavaScript. More than 10 years)))

You think about a next project, what will it be?
So… yes, now i want a finalized this project full, with park and entrance zones, this is adds for main modern city asset, schools, gas stations, supermarkets, train stations and airports. Trees, benches, fountains, lamposts and more details for park zone and maybe traffic cars. Then industrial zone and then)), next big project - PQ Future city.

How many facades in asset?
A lot of)))… For middle facades 6 main types, concrete and glassed in different architectural styles. For bottom 8 types, backyard, shops, banks and more commercial. For top borders 3 types, but it have a many variants of corners.

Why Chicago?
No… not only Chicago, this is simply our point of start. New York - much has been taken form Manhattan and Brooklyn, San Francisco - I very like balcony style there and more.

Final road textures and new parking zones…




2 Likes

The final outcome looks really good.

will you make enterable buildings also

Thank you for question. Yes, as I wrote earlier, some bottom facades have a opening doors and ready to add interiors. But interiors will not be included in this asset.
Middle facades have a special inner details. Window textures is created on 2 species, transparent and not.

Hello, Alex @PhaseQuad , I have been developing a map render and load system, which will feature model placement based on real-world data in the future. I have already created a road building system, which is still far from perfect, but shows very good results anyway (the input parameters are road material and texture with some additional data of the road “slice” shape and a curve for the road to go around).
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Is there a chance that we will be able to cooperate to combine our projects? For example, with the Ultima MapGen you can download a piece of map and then fill it with your buildings and roads, etc.

Hello. So, I think about it.

New screens. For this reason, release for this asset had a little delay. But we are not afraid of difficulties and now we again returned to the plan. Some time these facades with rooms, will have the status of beta.


There are some compatibility problems with corner facades, the solution will be postponed for an undetermined time, since the time for release is greatly compressed

The nearest addition for PQMC Bridges.
Parts of 1 Bridge for mountain type and parts for lifting bridge.

What price are you thinking for the pack?