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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.
In the previous movies, we've laid out a white box of our streets in a grid and started to apply textures to the streets. In this movie, we'll texture the intersections as specific objects, making them fit nicely on to the corners and pave the way to add other street elements in. As we can see in the view, I have an intersection object still in purple, surrounded by textured streets with mapping applied. I've copied and pasted the map modifier from street to street. However, I have a problem.
At the corner, where I've inserted on this intersection my white box elements for corners and ramps, along with white box elements for part of the sidewalk, I need pavement. What I'll do is transition carefully here from a white box in design to an actual model and what this means is reducing the poly count, optimizing geometry wherever possible, and also making sure that I'm closing up my game environment, that polygons hit at either surfaces or edges exactly.
For the intersection, I am going to increase the size by 8 feet in each direction, going from 63x63 feet up to 79x79 and also I'll reduce the Length and Width segments to 1 and 1. We can see the slides under my streets. So I need to reduce my streets here by 16 feet again, 8 feet for each corner on each side. Dropping down under the UVW Map modifier, changing the Length from 400 feet to 384 feet, on the small streets on the side, my short streets, I'll drop down under the UVW Map and in the Plane, change from 200 feet to 184 feet.
Now the edge lines of my streets meet cleanly at my intersection, which flows cleanly under the corners. Lastly, with the Intersection selected I'll press M for Materials and in the Material Editor, I'll assign a material for the intersection. I've created a texture as an example of an intersection with crosswalks. I'll put it in the Diffuse Materials slot, choosing a Bitmap, and picking the intersectionC for color. I'll go up to the parent and show the shaded material in the view and there is my intersection with crosswalks, with extra asphalt at the corners to accommodate round corners of various sizes and providing a cap or end for my lines on my street.
In a render, we can see cleanly that I have a street with worn intersection and crosswalk lines and even dirt right over it, ready for construction of ramps, corner ramps, driveways and other street elements. In this movie, we saw a very clear example of a transition from a white box for planning within 3ds Max, to an actual model, making very sure that we reduce polygon count wherever possible and optimize the use of textures through careful and elegant mapping, planning for closed environments that are bounded, where all the polygons meet and there aren't open edges.
In the next movie, we'll add on the sidewalks and ramps and driveways to finish out our streetscape.
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