Clean scene with properly grouped elements. All objects are properly arranged and added with proper name and materials. For user convenience the scene has proper hierarchy with layers, materials and groups.
Buildings are extracted from real world data. There are random buildings added to some areas where real world data is partially available (missing height details).
Scene include following groups/objects (depending on the original data some parts may be missing)
-AERIALWAY -AEROWAY aerodrome apron taxiway terminal -BARRIER -BOUNDARY -BUILDING random apartments farm hotel house detached residential dormitory terrace houseboat bungalow static_caravan cabin commercial office industrial retail etc. -HIGHWAY motorway trunk primary secondary tertiary unclassified residential motorway_link trunk_link primary_link secondary_link tertiary_link living_street service pedestrian track bus_guideway escape raceway road Paths footway bridleway steps path cycleway construction proposed rest_area -HISTORIC -LAND USE commercial construction industrial residential retail -MAN MADE bridge -MILITARY -NATURAL wood tree_row tree scrub heath moor grassland -PLACE -RAILWAY abandoned construction disused funicular light_rail miniature monorail narrow_gauge preserved rail subway tram -TOURISM -WATERWAY river riverbank stream wadi drystream canal drain ditch fairway dock boatyard dam weir stream_end waterfall lock_gate
You can easily hide any layer/groups for better visualization. Due to small size and minimum details this scene can be easily loaded. Materials can easily be changed and altered. Adding texture is easy, thanks to unique materials for each sections. Contains procedural textures which is not exported in FBX,OBJ,3ds
Map data : OpenStreetMap contributors
CAMERA ZOOM=5KM MAP ZOOM =11.92 Ratio: 1:158 472 3d scene scale : 1:1 Scene unit: cm
**No elevation data** **Bridges provided are place holder mesh. Height and shapes vary in real world** **Building heights are identical to real world where such data exist. Else randomly extruded.** **Building shapes are roughly obtained due to lack of data** ** cross bridges and under passages can be defined using the bridge data provided.** **Tree and vegetation is not included. However you can easily populate trees and plants using the data provided.**