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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.
Building on the zoning of the previous movie, this movie will demonstrate the planning of a city grid. In any city there is a perceptible hierarchy of the streets with major, secondary, minor, and often tertiary arteries. In this movie, I'll show how to quickly use the snap tools and white box elements to lay out a street grid for a city. What I'll begin with here in 3ds Max is a plane, and what I want to think of are major and minor streets for this example. To start I'm going to lay out a major street that goes along a 400x200 foot block, and I'm going to make this major street three lanes in each direction, plus a center safety lane, giving me a total of seven lanes at my Width of 9 feet, or a Width of 63 feet and a Length of 400 feet.
What I'll do for white box elements and design in this is change the Width Segments of the street to match the number of lanes. Putting my Width Segments at 7, giving me seven lanes visibly across in the mesh lines even when the object is not selected. That way as I lay out this white box I can see clearly do I have the traffic arteries the right size in the right direction? I'll continue working on this and show the completed version. Now I've built my kit of parts for my streets, major and minor streets, 400 and 200 foot lengths and intersections for each of the three conditions, major-major, major-minor, and minor-minor.
Now with my Angle Snap on and 2.5 degree Snap on and set to use Vertices, I can lay out my irregular grid of streets. In a city what we want to have is not necessarily a square grid, but an irregular rectangular grid of streets, major and minor, that don't quite all match up in instance or direction. I'll continue working on this and show the completed version.
Now we see what I've worked on. I've built my grid of streets or at least a chunk of a city here. We have a rhythm between major and minor streets. On one direction every third street is a major. In another direction again every third is a major and the blocks are rectangular, allowing me to place an alley down in the middle if needed. I can extend this on infinitely if I need adding major/minor streets, maybe even large boulevards and other arteries in. This will feel like a city where there is a variance in both street width and size.
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