Feedback on NYC themed residential area

4Slu and I have been working on a larger map in recent times for our shooter, with support from dusek_br. It’s based on the residential areas of New York City. Any feedback on both the map and other assets would be greatly appreciated.

Screenshots:




Day and Night Cycle:

https://gyazo.com/56b82ef81cb112789048f7659720331f
https://gyazo.com/e0bfec277fc20ac901058d3fe3c81c11

Here is some footage of the gun system I made for the game.
It turned out really well, after at least 2 different iterations, also huge shout out to 4Slu for the awesome animations and sounds, also thanks to Navaro for helping us with the sounds.

Gun system:

Watch Desktop 2024.11.25 - 19.58.35.01 | Streamable
Watch Desktop 2024.09.28 - 02.27.16.01 | Streamable
Watch Desktop 2024.09.21 - 02.36.10.01 | Streamable

And here are some models that I didn’t finish/implement yet, the software used is called plasticity 3D Studio, highly recommend it if you want to double the speed of your workflow and like CAD!

WIP:






There is a lot more to share but this will be all for now.
Thanks for taking a peak :wave:

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That look so good! Your creation are incredilbe :star_struck:

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the nyc vibe is rather spot on! im surprised by how good it is
the gun system looks really smooth and cool too!!!

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Hey this looks great! that evening atmosphere is really well done, great models too

I am interested to know whether you incorporate a plasticity/blender workflow, I’ve worked with Plasticity before and I can totally agree some processes for complex mesh creation are indeed very fast and simple as opposed to Blender, however the final model topology is far from the best, do you export to Blender to retopologize before importing into Studio?
Not to guide you around on what to do but I imagine if you are planning on having a large-ish scale game it’d be a good idea to get as much optimization as possible and the topology Plasticity provides on its own is not exactly optimal (especially for large scale models like buildings).

That said I wish you lots of luck with your project!

2 Likes

The work is epic!

But, one question; how long does this game take to load?

Okay, one more; is there a lot of lag during gameplay?

Yes although some exports are alright and you can somewhat control the topology of the exports, you will be ultimately forced to retopologise it in a third party polgyonbased software if more organic shapes are involved. Plasticity allows you to export in Quads too. But for simple shapes like Buildings the export topology is game ready most of the time.

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The game is designed to run as fast as possible, with optimized meshes and recyclable pbr materials instead of spamming individual textures, I’d say it runs better than the majority of games, but more testing is needed. Also the new occlusion culling comes in clutch, since the city is very dense.

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This New York City themed residential area looks INSANELY GOOD AND REALISTIC! Great recreation of it! The graphics and lighting are excellent! How long did it take for you to make this? When will the game be released?

RIP to those residents who been playing roblox all night…
image

anyways, solid work

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I can’t tell how long exactly since it was always a back and forth between programming, animation and modelling with only dusek helping out here and there with some basic buildings, we are only 2 developers with some occasional contractors. One of those was so laughably bad and overpayed to the point of being a fraud that it has delayed things a for months, forcing me to directly get involved with the map. (Don’t use Talenthub and trust nicely scened screenshots, boldy don’t hire any CSG builders at all *horrid performance long load times very unprofessional folk in general.) But the game should be out soon enough.

Fascinating. I’ve never heard of Plasticity. I found using CAD software to be quite enjoyable compared to Blender. And the fact that its made for artists is even better.

Boo I hate blender

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It’s pretty great although after the free month trial it does cost $100 (one-time purchase)

The boolean operations are very similar to that of Studio and in general it’s a fairly intuitive software for those coming from Roblox as opposed to something like Blender where you’ll have to relearn practically everything you know about modeling, the only thing Plasticity requires is a bit of keybind knowledge and there’s a lot of tutorials out there for it as well that show you pretty much every function possible within the software (Pixel Fondue exercises on YT are my personal go-to).

If topology wasn’t an issue I’d definitely see myself using it for gamedev, still a viable option but you’d likely spend double the time having to retopologize than if you just started in Blender.

If you are making showcases though and aren’t worried about optimization (assuming it’s your own project), I’d consider it because it’s pretty fun to use.

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If you export correctly and get your geometry in plasticity right, retopologizing a model is a non issue, the process is not much different from Fusion360.
It will still be faster and more comfortable than a subdiv-workflow in Blender, at the end of the day.

I only recommend people to get Plasticity if they know the basics of Blender since you need to have a somewhat usable topo for unwrapping, if you ever plan on texturing the model.

The price tag is also very fair, it’s a one time Purchase and you get a CAD Program, those normally cost hundreds of dollars and are on a subscription basis!

If you have some spare money it’s totally worth it.
But if you are scared of Blender this wont be for you either.

Plasticity has a lot more to offer than the basic boolean operations that all CAD’s have, with X-Nurbs you will be able to do mind breaking geometry on a whim, vehicular modelling will be 3x faster and a lot more fun!

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Those graphics are incredible, and the lights flicking on are incredible. Personally if you wanna max out the NYC vibe, you should maybe include some ambient particle emitters for air pollution : )

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Yeah, I should do that for the urban part :+1: