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Extruding edges to form major shadow lines

From: Creating Urban Game Environments in 3ds Max

Video: Extruding edges to form major shadow lines

Now that I have drawn out the shapes for construction, I can actually start to model my building. I will check and make sure I have got the geometry in the right place prior to modeling. As we can see in the photo, I have drawn the floor to floor lines on this, but that may not be the optimal place for texture. Part of modeling is considering how to texture the building. What I will do is actually plan the texture division at the bottom or top of the window, to the bottom or top of the next window. That way instead of a text to break in the middle of a field of brick, I can have it at a place where I am likely to see less brick adjacent to brick, such as the top of the window, where there is a window surface and a possibly different material, or underneath the sill. With white sills that will be handled in texture, I have a clean line to break.

Extruding edges to form major shadow lines

Now that I have drawn out the shapes for construction, I can actually start to model my building. I will check and make sure I have got the geometry in the right place prior to modeling. As we can see in the photo, I have drawn the floor to floor lines on this, but that may not be the optimal place for texture. Part of modeling is considering how to texture the building. What I will do is actually plan the texture division at the bottom or top of the window, to the bottom or top of the next window. That way instead of a text to break in the middle of a field of brick, I can have it at a place where I am likely to see less brick adjacent to brick, such as the top of the window, where there is a window surface and a possibly different material, or underneath the sill. With white sills that will be handled in texture, I have a clean line to break.

So I'll make my geometry go from the bottom of the window to the bottom of the window. Why/ Because right here down on the retail level these windows sit down on that table, and up at the top these windows, their tops, sit up at the freeze, so that's a good breakpoint. In 3ds Max I have a plane. Notice it has 4 and 4 Width and Length Segments, the default for creation. I will turn on the Edged Faces by pressing F4. What I want to do is use the Length and Width Segments to give me the geometry to be able to make my window and the division between easily.

I will set the Length Segments to 2 and the Width Segments to 5, then I will make sure I move this plane, pressing W for move and hitting spacebar for the selection lock. Up to the bottom of the next window, snapping to the frozen objects. Now I can use these shapes to line up the top, bottom and sides of my window cleanly. I will right-click and convert this to an Editable Poly. Then switching to Vertex by pressing 1, I will move the vertices to line up to those gray lines.

I've moved the mesh lines to line up with the window opening. I can then switch to Polygon and select the 2 Polys that will form the window openings and delete them. Now I need to size the brick between correctly, which I'd measured as 8 inches or one brick wide. To do this, I'll switch over to Edge and select one of those edges. With the spacebar on for selection lock, I will constrain the motion on the x-axis and snap this edge onto to the other edge. Then pressing F12 for the Transform Type-In, I'll move it back on the Offset:Screen X by negative 8.

Now I can take both of these edges and center them. Turning off the selection lock, I will select the opposite edge and press selection lock again. I'll snap this edge onto an existing window opening and then move it back by negative 30. This small piece of brick, or what will be brick, is now centered between two long window openings. Now I am ready to cleanup the mesh and make it into quads. I have right here a polygon at the corner. I can target weld these vertices up to the corner here and eliminate one more poly.

Every poly counts when you are dealing in low polygon work for a game. I'll switch over to Vertex, release the selection lock, and right-click and pick Target Weld. To see it easier, I will press F3 to switch to a wireframe. And I will target weld the vertices onto the corner. With the vertices target welded, I can eliminate one more polygon. I will take these two center vertices and target weld them over to one side. Lastly I'll press 2 to switch to edge and pick that center edge in the middle of this large triangle, and on the Edit Edges rollout press Remove.

Now I have an all quad model. All the polygons are four sided and it is optimized as it can be. The last step in this is to Extrude the Edges. I'll orbit around and pick these side edges as well as the tops. Right-clicking and choosing the dialogue next to Extrude, I will extrude back with a base Width of 0 and Height of negative 6. This is a rough gauge by looking at the side of the wall next to the window.

We can always adjust it if it looks too deep later in a shadow line. I will hit the checkbox to OK or accept that transformation. Now in a shaded view, I have got my module ready, where I have clean edges above and below ready for texture, and a clean break right under the window sill. One last step would be to bridge these openings closed. I will select these bottom edges next to the windows and under Edit Edges choose Bridge.

With the edges bridged closed, my module is complete and ready for texture and windows. Now I can clone this and be assured that I will have as minimal break in texture as possible. Now that I bridged the bottoms, I can also bridge across the windows, either capping a border or bridging edges. I'll select a border, hold Control to select the other, and under Edit Borders choose Cap. Now I'm ready to clone this and continue making the building elements in the next movie.

Show transcript

This video is part of

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

78 video lessons · 6279 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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