Geo-accurate digital twin of the Yonge and Dundas intersection in Toronto. Modeled in Blender and used directly in the Unity simulation.
The exported FBX is located here. The .blend source file is not included in this repository.
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Reference geometry: Blosm (OpenStreetMap import)
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Height calibration: Google 3D Tiles as reference
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Textures: own photography processed with Krita and Stable Diffusion AI inpainting
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UV mapping: projection mapping onto extruded OSM geometry
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Two blocks of Yonge and one block of Dundas done photorealistically; remaining buildings use PBR facade variants
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Use material combiner addon to make each block of buildings a 8k atlas
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Path Mode: Copy, Embed Textures
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Limit to: Selected Objects
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Apply Scalings: FBX All
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Use FBX Bundler addon to copy textures and make mask maps
After importing the FBX:
- Model tab: enable Generate Lightmap UVs, Min Lightmap Resolution 4
- Materials tab: Extract Materials
- Add MeshCollider to all buildings
- Mark as Static
- Bake lightmap (Window > Rendering > Lighting > Generate Lighting)
- Bake occlusion culling (Window > Rendering > Occlusion Culling > Bake)
Material setup
- Setup the mask maps for all PBR textures, adjust Smoothness slider based on the material, 0.98 looks good for windows, 0.2 for others, 0.9 for billboards
- For all PBR textures (with normal maps), press "Fix Now" on the normal maps
Texture setup:
Select all downtown textures and apply:
- Stream Mipmap Levels: On
- Filter Mode: Trilinear
- Mipmap filtering: Kaiser
- Aniso Level: 4
Atlas textures (hero buildings):
- Max size 8192
- Wrap mode: Clamp
- Compression: High Quality
Mask maps:
- Uncheck sRGB





