That model of Mexico city is exactly the kind of thing that inspired us to create our system. We want to be able to create any city (or location) in the World to at least that level of detail - with the additional advantages that all our segments fit together to form an ellipsoid and you can change them in the UE4 Editor and at runtime. The runtime changes are available to all other users of that segment.
The other thing that bothered us (and this probably isn’t important to anyone else!) is that we wanted our roads and streets to have kerbs and pavements. We really don’t like the ‘flat’ look most models of this type have when you get close.
Here’s a not very good image of Valencia where you can just about make out the kerb at the edge of the road:
Here’s a comparison of modelling of the road network and the Open Streetmap one:
This is Valencia from the altitude of the ISS. You can’t actually see it but it’s there!
So, the model you linked to is great and a lot of work has gone into tidying it up but we’re really addressing different requirements. What if you wanted a model of Meson Viejo to the South West of Mexico City? You are just never going to find a pre-built model of that - and where would you start?
That’s the problem we’re trying to solve. Of course, we could be completely wrong. Maybe nobody wants a model of Meson Viejo ![]()


