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Creating Urban Game Environments in 3ds Max
Illustration by Mark Todd

Setting optimal texture sizes and resizing in Unity


From:

Creating Urban Game Environments in 3ds Max

with Adam Crespi

Video: Setting optimal texture sizes and resizing in Unity

When we are importing objects into Unity, once you have cleaned up the scenes and named everything properly there are a couple of key things to consider. One is how does the mesh come across? You can see in this that this mesh is composed of tris. I didn't intend for it to be that way out of 3ds Max. If I look at the original in 3ds Max it looks far different. This is the original mesh. I constructed this out of rectangles, converting one to a spline attaching together making it into an editable poly and then extruding the edges.
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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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Creating Urban Game Environments in 3ds Max
5h 54m Intermediate Sep 07, 2011

Viewers: in countries Watching now:

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.

Topics include:
  • Understanding the design process and software requirements
  • Analyzing concept art for texture and key shadow detail
  • Planning differently styled buildings
  • Laying out city blocks
  • Organizing construction elements and models using layers
  • Cloning geometry and texture
  • Testing the module for correct floor-to-floor heights
  • Arranging, aligning and cloning modular elements
  • Building a texture library
  • Creating stone, wood, and brick textures
  • Constructing texture sheets
  • Drawing detail
  • Using occlusion as a foundation for dirt
  • Preparing for Unity as a world builder
Subjects:
3D + Animation Modeling Rendering Game Design
Software:
3ds Max
Author:
Adam Crespi

Setting optimal texture sizes and resizing in Unity

When we are importing objects into Unity, once you have cleaned up the scenes and named everything properly there are a couple of key things to consider. One is how does the mesh come across? You can see in this that this mesh is composed of tris. I didn't intend for it to be that way out of 3ds Max. If I look at the original in 3ds Max it looks far different. This is the original mesh. I constructed this out of rectangles, converting one to a spline attaching together making it into an editable poly and then extruding the edges.

Finally, capping a border to get the recessed window. This could be done in any number of ways, but how that edge flow works depends on how it's made. In this case, I haven't used the Cut tool in the poly to put in any edge lines. What Unity did for me is it triangulated it. Those edge lines were already here, but it turned them on and it may have flipped one or two if I didn't define them. The structure of the editable poly has no interior edge lines until we need them. Therefore, it's a good practice to make sure that things are modeled in quads or tris, four or three sided pieces, so you have control over those interior mesh lines when they come in.

I'll go back to Unity. I will put a light in and look at optimizing the texture size. Here in Unity to put a light in, I can choose GameObject > Create Other and I'll put a Point Light in for show to be able to see my material. I will do this quite often. When I bring in an object, rather than bring it in light up everything, I will put in one light that really shows off the properties of that object. In this case pulling this light back and forth shows me pretty nicely that my texture is working and my normal maps are decent, although a little bit understrength.

Now I want to look at the maximum texture size. In a game, if I'm going to get this close to this mesh, I'll be fine. As an example I might stand up on that windowsill and try to grab some cover behind that ledge. If I'm going to stand back from it-- and this will always be a background object. Let's say things up on a ceiling on a warehouse where I need them to be there, but I can't really make out the detail. Then I may want to optimize the texture. Unity does a great job of this. I will select my diffuse texture, wall sectionC shadows.

Notice down at the bottom of the previews it records the size, that it is an RGB image versus a grayscale, and that it is compressed down to 0.7 MB. What Unity lets me do, if needed, is put in a maximum size. Therefore, I can use this many times and expect different Maximum Sizes. I will degrade this down to 512. When I check Apply, it will reduce this and my wall still looks pretty good. Unity does a terrific job downraising things, taking textures and reducing them in size while preserving quality.

Therefore, when you're painting textures, paint big. I regularly plan to pay my textures twice as big as the final. In this case, my texture was painted at 1024 for final use at 512, introducing a little bit of blur and softening the look, giving me a nice overall look on the wall while reducing the memory footprint even further.

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