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Modeling corners with ramps

From: Creating Urban Game Environments in 3ds Max

Video: Modeling corners with ramps

In this video, I'll continue taking my proxy objects and replacing them with actual geometry. For this, I'll focus on these round corners, adding ramps in and adjusting the smoothing groups and optimizing the polygon count. First, I'll take an existing proxy object in our model and hold Shift and clone it off into a blank space and then copy. Then to make things easier to see, I'll right-click and choose Hide Unselected. Then press Z for zoom extents. Since this is still a parametric cylinder, it can be easily adjusted to give me an optical mesh flow.

Modeling corners with ramps

In this video, I'll continue taking my proxy objects and replacing them with actual geometry. For this, I'll focus on these round corners, adding ramps in and adjusting the smoothing groups and optimizing the polygon count. First, I'll take an existing proxy object in our model and hold Shift and clone it off into a blank space and then copy. Then to make things easier to see, I'll right-click and choose Hide Unselected. Then press Z for zoom extents. Since this is still a parametric cylinder, it can be easily adjusted to give me an optical mesh flow.

I'll make the Sides 12 and the Cap Segments 2. This will give me a division along this for shorter ramp runs and a flat space in the sidewalk. Next, I'll convert this object to an editable poly and optimize the back and bottom faces. A quick way to do this is to press 1 for vertex and pick the back bottom face. Then hold Ctrl and click on the Polygon button to select any polygons adjacent to that vertex.

Then I'll delete them. I'll pick one and hold Ctrl to add to the selection. Now I'm ready to model the ramps. I'll press 2 for edge and select the third and fourth edges in from the corner, holding Ctrl again to add to the selection. Pressing F12 for the Transform Type-In and moving these edges down -7 inches on the Z giving me my ramps.

I'll optimize the polygon count further by selecting the middle edge on the ramp and choosing a Loop selection off the Selection rollout. I'll scroll down to the Edit Edges menu and hold Ctrl and click on Remove to perform a clean remove, removing the vertices as well as the edges. Now we need to adjust the smoothing groups in this object. As a possibility, you can also remove other edges to eliminate tries if you need. For this, I'll just hit Remove because I want the vertices still there.

I'll right-click and choose Element, select the whole element, and scroll down to the Polygon Smoothing Groups. In the Smoothing Groups, I'll clear all the smoothing. Then I'll come back to polygon and pick the polys around the edge of the curb. Scrolling down to the Smoothing Groups again, I can clear their smoothing if needed and apply one consistent smoothing group so they look round.

Then I'll choose the polygons to the sides of the ramps and put them in their own smoothing group, so they're smooth but not with a curb. Finally, I may need to redirect the triangulation. You can just see a little bit of a dark line across this ramp, which means the edge is in the wrong direction. I'll right-click and choose Edit Triangulation and also press F3 to switch to a wireframe so I can see the dragline clearly. Clicking and dragging from corner to corner edits the triangulation inside the polygon, which will produce the correct smoothing.

I'll do this in all of the side ramp polys. Switching back over to shaded or realistic view with Edged Faces by pressing F3 again shows me the correct smoothing. I'll turn off the Edged Faces by pressing F4 and check my model. The model looks right. I have the shine on the curbs where it should be round and my ramps have clean facets where they should be angular.

My sidewalk is flat and my object is optimized on polygons and ready for texture. I'll right-click and choose Top-level and name this object Corner01 and then I can replace my proxy objects and my model with it and apply a texture. I've made my ramp and I'm ready to place it in the opening here. I've removed the proxy object. I'll go in a top view and snap this in place. I'd like to use my 2.5D snap for things like this, so it doesn't jump up accidentally.

Spacebar for selection lock lets me put my mouse where I need and I'll snap it right into the corner. But I can see I have an issue here. Probably because this was started as a cylinder and then converted to an editable poly, my width is off slightly and I have a small triangular gap. This, however, is easy to fix. What I'll do is add a symmetry modifier on to this object. As we can see, the symmetry modifier mirrors the object with a mirror plane shown in orange.

I'll right-click and choose Mirror and then press E for rotate, making sure my angle snap is on by hitting A if it's not already, and I'll rotate the mirror plane by 45 degrees, giving me a clean mirror of now the gap on both sides. In the symmetry parameters, I'll check Flip and my object is fixed, matching cleanly from sidewalk to sidewalk. I'll right-click and convert this object back to an editable poly, deleting the symmetry modifier. Pressing 2 for edge shows me that the new edge where symmetry did a slice and weld is selected.

I'll go down to the Edit Edges rollout. In the Edit Edges rollout, I'll hold Ctrl and click Remove again to perform a clean remove, thereby taking out the vertices as well and my object is ready. I'll right-click and press Top-level to return back to the whole object and proceed with texturing.

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 · 6521 viewers

Adam Crespi
Author

 
Expand all | Collapse all
  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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