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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.
Buildings aren't hatched as whole creatures nor are they sculpted from a large block of clay. Acknowledging the assembled nature of structures I'll demonstrate the planning of the wedding cake building in this movie. These buildings are often the city fabric against which hero structures can shine and are well-suited to a modular construction design as well as design variation using a common kit of parts. In this first example this is a wedding cake building. We'll see it from the side.
As we can see we have retail floors and these floors are often larger or taller than the next floors because they have possibly restaurants or other things in them and they need more space for mechanical work up above and want taller windows to better show off what's going on inside. Above the retail we see retentive floors which are often offices or residential or warehouse or similar. What I'm drawing in here is roughly where the floors are. What we see in buildings like this is the floor to floor height, the distance from one finished floor to the next, is smaller than the retail. Where the retail might be 14 feet up to the second floor, these might be 10 or 12 Florida floor.
Finally on the top of our wedding cake building we see a cornice element and often as we can see here these cornice elements overlap the top floor. Rather than just being one piece on top of the building, the cornice and frieze and entablature and other parts of the building actually go one, possibly even two stories tall. So that when we look at them as a proportion relative to the base and the middle is a match, versus being too thin or too tall. What this kind of building is very suited for is a modular construction and also the forming of a kit of parts that we can take these pieces and reuse them to make other buildings.
This is an example of a common kit of parts from previous building being used to make what appears to be another new building with the retail below and the same elements, the frieze and the cornice and the windows, reused in a different spacing and it looks like another building. The thing to keep in mind is that you as the city designer need to make a lot of city. You need an enormous amount of simply buildings to fill the space even on just a few blocks. The more we can reuse and make modular our construction, the more successful the building of our city fabric will be.
In this movie we identified key elements of stacking structures belonging to rapid design and replication of the vital background of the city, the every building. This framework will enable you as the city designer to plan for the vast amount of city.
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