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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.
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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