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Drawing detail at the right size

From: Creating Urban Game Environments in 3ds Max

Video: Drawing detail at the right size

Once we've used the walkthrough assistant to figure out really what do we need to see up close, given our game mechanic and any other constraints on the view, we need to draw our textures correctly. This is an example of reference that really fits kind of that warehouse shown in the previous lesson where we have got a one or two story building, in this case one story, corrugated metal doors, and deep doorways. And remember in the planning of buildings that deep doorways like this are great for games, they are good for a cover mechanic where we can duck in, and also deep window openings fill the same function.

Drawing detail at the right size

Once we've used the walkthrough assistant to figure out really what do we need to see up close, given our game mechanic and any other constraints on the view, we need to draw our textures correctly. This is an example of reference that really fits kind of that warehouse shown in the previous lesson where we have got a one or two story building, in this case one story, corrugated metal doors, and deep doorways. And remember in the planning of buildings that deep doorways like this are great for games, they are good for a cover mechanic where we can duck in, and also deep window openings fill the same function.

So for this, I can tell and based on my experience of the Walkthrough Assistant that this brick needs to be done pretty well. In drawing a texture, sometimes we'll draw at a different size than our final texture and we want to plan to be able to reduce these without just mushing the colors completely. Here is an example. This brick is drawn at 1920x1920. We can see here in the Image Size. This doesn't reduce evenly down to 1024 square, but we want our game textures to be a multiple or a power of 2.

If I take this image and reduce it down to 1024 here using the Bicubic Interpolation, I may get some fuzz on the bricks. Not bad, this is bearable, but there are places where I may get extra bleed. If the brick is already irregular like in this brick, where the brick itself is varied, a little fuzz is kind of nice because it makes it look sort of natural and like they're slightly irregular like we'd expect them to be. If I want precise bricks though, reducing that down may get me some odd edges.

A better way to do this is to experiment with the different reductions. I'm going to pull up the Image Size dialog again, using Ctrl+Alt+I, reduce it down to 1024 and try it as a nearest neighbor, preserving the hard edges. Now, I get my crisp edges that I worked so hard to make. I'm down to 1024 square, and my brick is precise faced brick. It's important to think of that when you're drawing your texture. The typical practice is to draw twice as big and reduce down, letting Photoshop interpolate those colors a little bit.

In game, we're going to reduce these further, possibly specifying a texture to max out at 512 square and reusing it in different places like that at different resolutions. On the garage door, in this case a rust spattered garage door that maybe used to actually say something on it, this one we'll reduce cleanly using bicubic. I can paint it at 1024, which I did, so that as I stand next to it, it looks good and I've got the rust and the detail I'd expect to see. When I reduce it down using Image Size, if I pull it down to 512x512, a 50% reduction, a bicubic reduction is going to give me a good result and it looks a little better. The colors blend a little more.

Nearest neighbor would produce odd edges and hard banding and strange things in here I don't want on my smoothly rusting door. The other component of this is identifying any other key details. In this example, the key details to watch out for are the bricks, the brick sill, the arches, and the earthquake reinforcing up at the top. I want to make sure that those pieces stay crisp and are visible when I make this texture, and I plan that it will be reduced.

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This video is part of

Image for Creating Urban Game Environments in 3ds Max
Creating Urban Game Environments in 3ds Max

78 video lessons · 6215 viewers

Adam Crespi
Author

 
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  1. 4m 47s
    1. Welcome
      55s
    2. Understanding the design process
      47s
    3. What you should know before watching this course
      14s
    4. Software requirements
      47s
    5. Using the exercise files
      2m 4s
  2. 14m 36s
    1. Identifying key contours and shadows in concept art
      1m 59s
    2. Analyzing concept art for texture
      2m 28s
    3. Choosing between modeling and texturing
      1m 43s
    4. Understanding the limitations of normal maps
      2m 26s
    5. Analyzing concept art for key shadow details
      3m 10s
    6. Identifying shadow details as generated or painted
      2m 50s
  3. 44m 57s
    1. Planning the visible overlaid history in a city
      3m 6s
    2. Planning a "wedding cake" building: Base, middle, and top
      2m 50s
    3. Planning a modern building: Base and shaft
      3m 1s
    4. Designing the zoning: Planning the visible uses of buildings
      6m 43s
    5. Laying out city blocks
      2m 36s
    6. Planning modular textures and geometry: Streets and sidewalks
      4m 1s
    7. Texturing intersections
      3m 13s
    8. Modeling modular curbs, gutters, and ramps
      5m 7s
    9. Modeling modular street elements
      3m 14s
    10. Modeling corners with ramps
      5m 56s
    11. Unwrapping sidewalk elements
      5m 10s
  4. 38m 9s
    1. Laying out rectangles and planning how to clone geometry and texture
      4m 59s
    2. Using layers to organize construction elements and actual models
      3m 51s
    3. Extruding edges to form major shadow lines
      5m 17s
    4. Testing the module for correct floor-to-floor heights
      1m 41s
    5. Trimming down the module and cloning
      4m 10s
    6. Stretching the vertical elements to minimize geometry
      7m 10s
    7. Unwrapping the elements for correct proportion
      7m 48s
    8. Laying out a texture sheet for a façade
      3m 13s
  5. 39m 50s
    1. Making brick texture
      6m 23s
    2. Adding detail to the diffuse texture: Sills and arches
      4m 24s
    3. Adding stone accents
      7m 47s
    4. Layering color in window frames and doorways
      8m 39s
    5. Copying diffuse layers for normal map foundations
      2m 7s
    6. Desaturating the diffuse map copies and prepping for normal maps
      3m 42s
    7. Converting bump maps to normal maps using nDO
      6m 48s
  6. 1h 2m
    1. Analyzing the necessary silhouette and geometry
      5m 24s
    2. Examining existing buildings in different lighting conditions
      3m 8s
    3. Planning cornice elements
      3m 32s
    4. Extruding cornice elements from polygon edges
      9m 12s
    5. Assigning smoothing groups for optimal shading
      4m 31s
    6. Unwrapping cornices for lighting
      8m 43s
    7. Modeling sloped roofs
      7m 16s
    8. Adding fascias and soffits
      5m 21s
    9. Adding fascias and soffits for gable ends
      7m 31s
    10. Texture sheets for roofs
      8m 1s
  7. 13m 55s
    1. Arranging, aligning, and cloning modular elements
      3m 26s
    2. Setting pivot points for buildings
      5m 48s
    3. Reusing elements: Exploring possibilities in modular building design
      4m 41s
  8. 40m 3s
    1. Creating a texture library
      36s
    2. Creating rusty corrugated metal texture
      7m 53s
    3. Creating stone texture
      4m 42s
    4. Creating wood texture
      9m 50s
    5. Creating rough brick texture
      7m 44s
    6. Creating roads
      9m 18s
  9. 38m 44s
    1. Using the Walkthrough Assistant to assess texture needs
      4m 46s
    2. Drawing detail at the right size
      3m 30s
    3. Understanding tiling and non-tiling textures
      2m 57s
    4. Deciding when to use tiling and non-tiling textures
      3m 2s
    5. Using multiple mapping coordinates
      4m 3s
    6. Using multiple unwrap modifiers
      6m 47s
    7. Unwrapping objects a second time: Planning an unwrap for a light map
      7m 46s
    8. Unwrapping a building façade using overlapping texture elements
      5m 53s
  10. 30m 25s
    1. Understanding ambient occlusion
      1m 50s
    2. Assessing the quality of occlusion as a cinematic mood
      2m 48s
    3. Overview of the Ambient Occlusion shader
      5m 9s
    4. Baking maps using the Render To Texture dialog
      3m 15s
    5. Using occlusion as a foundation for dirt
      5m 28s
    6. Using occlusion from detailed models for texture
      5m 54s
    7. Baking lighting
      6m 1s
  11. 25m 18s
    1. Preparing for Unity as a world builder
      2m 26s
    2. Importing into Unity and recognizing limitations
      4m 12s
    3. Importing elements with detailed materials
      5m 59s
    4. Setting optimal texture sizes and resizing in Unity
      3m 12s
    5. Setting up a naming convention and scene management
      7m 40s
    6. Renaming tools in 3ds Max
      1m 49s
  12. 1m 21s
    1. What's next
      1m 21s

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