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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.
The modern skyscraper differs dramatically from the wedding cake of the past city fabric, driven by a hero complex on the part of the architect and enabled by revolutions and construction technique material, it truly reach to the sky. In doing so they often deny the human scale and detail of their predecessors, and consequently require a different design approach. In this movie I'll demonstrate planning techniques for the modern skyscraper with an emphasis on modular textures. In this first example we have a skyscraper and I went out and I took photo reference of it and I had to make this example out of five photos because this building was so tall in order to see the top of it.
And this is really typical of skyscraper design. They're called skyscrapers; they reach up to the sky. So tall we often have to bend back to see them. As part of this what we see is that we can't see the whole building all at once. We can see the base or we can see the middle or we can see the top, but it's very difficult to see it all, and it's so high up, especially way up here at the top that it's very difficult to make out more than large details. With this lends itself to very nicely, is low polygon geometry and elegant use of textures to make it look like a complex skyscraper.
Additionally ina modern building we see streamlined construction, that in this example and in this one and again in this one, they lack a lot of the ornate construction in previous pieces and they also often lack a cornice or a cap. The building simply goes up and ends on top of the last floor. What we do see is some kind of base here, often different characters. It may need to relate to adjacent buildings over the street life, and above that above this podium, which I'll highlight here, we see the shaft of the building, and this is essentially one large repeating texture.
Now this one happens to have right here in the middle an interim step, these extra windows. But above that tis cladding, the curtain wall, the wall that hangs from the floors, repeats endlessly. We can take this building and stretch it up another 20 floors with the same material. And this is really different from older buildings or a load-bearing masonry or city fabric of the past that we saw previously. One of the last things we'll see in our skyscrapers that makes it different from our previous buildings is a larger footprint on the base or podium.
And this has to do with a setback, where the building has to be back from the sidewalk a certain distance so it doesn't completely shadow over its neighbors. So we don't get canyons for streets. So we want to plan for in this type of construction is a modular or repeating texture from floor to floor to floor, with a different condition down here at the base, possibly even reused from another building.
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