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Follow a practical guide to building 3D cityscapes for games. IAuthor Adam Crespi constructs a city block in 3ds Max utilizing low-polygon modeling and advanced texturing techniques. The course shows how to model common city elements such as buildings, intersections, curbs, and roofs and explains how to expand a city quickly and easily by reusing existing geometry in a modular way. The course also sheds light on simulating real-world detail with baking, lighting, and ambient occlusion techniques and offers a series of best practices for exporting to the Unity gaming engine.
We've decided what's geometry and what's texture and the important thing really to learn here is not to over-model. What we see a lot with beginners in starting out, they discover modeling tools and they want to model the world. And what we want to do is really for a game put a lot of stuff and texture. And as an example, we can include things like local dirt and wear, self shadowing pieces on a building such as this brick trim up here, material intersections. That kind of thing is all done in texture.
If we look at this trim, it's very flat. Sticks out by an inch, the shadow is cast on itself, it doesn't shadow anything adjacent. That's done in texture. The dirt up here is done in texture. These reinforcing plates are done in texture. We jump to another building. This material change between the red brick and the tan brick done in texture, as is the change in brick direction. The difference between the concrete and the brick here, that's done in texture, because it doesn't stick out and its detail we need that really we need to suggest it is good enough and not slow down game play.
And here's another example. This is an Art Deco building in Seattle where we have layers of trim here and it's very, very flat. We can see just shadows on itself as well as the detail to this side. That again is done in texture, as are the block joints and block color variation on the facade. Can't stress this one enough. We really need to look at our models and say how much can we get away within texture, and it may seem excessive at first, but the goal here is to have a fast game play. And so rather than trying to model the world, we really need to say "Of course I can do this in texture. How little can I get away with modeling?"
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