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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.
This course is designed to start at a regional level, looking at the overall city and the things that influence it. Then with the evolution of this city in mind, we'll work our way down to street level and finally to the buildings, training our eye to look for the details that we need in our game environment. We'll look at low poly elegant modeling techniques and also techniques for unwrapping objects efficiently. As part of this, we'll look at ways to create textures from scratch. Finally, we'll get the most out of our lighting in 3ds Max, learning to bake textures using the Render To Texture dialog and take it into our game engine.
We'll also look at best practices, how to move things from 3ds Max to the game engine as elegantly and quickly as possible.
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