Oblivion Offers New Opportunities to Architects

About a month ago, Pete made a post revealing how Dr. Andrew Hudson-Smith’s blog, Digital Urban, featured a two-part tutorial on how to create 3D models using 3D Max and then import these models into Oblivion. In the most recent online issue of The Escapist, writer Allen Varney discusses how architects have been using game engines for experimentation with architecture, in an article titled “London in Oblivion.”

Within the article, Varney covers Hudson-Smith’s work using Oblivion’s game engine and construction set (see the above video). At the Center for Advanced Spatial Analysis (CASA), to which Hudson-Smith belongs, they found success recreating and importing structures from London — including the quad from University College London and the London Eye Ferris Wheel. Here’s a clip from the article:

“The situation improved with Oblivion. ‘It is a joy to work with and, with the use of plugins, a work flow can be produced to visualize models in under an hour.’ In September 2006, CASA built an Oblivion version of the university quad, then imported London’s Millennium Eye Ferris wheel and an entire cityscape originally modeled in 3ds Max. Hudson-Smith has posted two tutorials on exporting from modeling programs and importing the models into the Oblivion engine, as well as a four-minute YouTube movie demonstrating the entire process.

‘Bethesda Softworks have done a good job with their Elder Scrolls Construction Set,’ Hudson-Smith says. ‘It is by far the easiest way to import models direct from 3-D modeling packages. The inclusion of a ‘sandbox’ with today’s games is without doubt one of the major strong points in the industry. To be able to use a game engine (albeit not commercially) for under $40 is a fantastic step forward.'”

To read the rest of the article, head over here

Reader Comments

  1. We build entire worlds in the modding community, all thanks to the TESCS.

    Now if only we could lip sync correctly without having to pull out hair.