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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.
One of the greatest assets that a game developer or a game designer has is tiling texture. What that means is that a texture repeats seamlessly. Not just repeats. It's not a matter simply of cloning one side over to the other and throwing a texture on an object, but rather carefully crafting a texture so that a repeat is essentially invisible. In this building as an example shown with a couple lights over head, a rollup garage door that's rusty, and a metal frame, we have brick and we have several hundred square feet of brick viewable.
This brick is constructed as a tiling texture, making sure that from side to side and top to bottom the brick repeats, but also that the variation in the brick is randomized enough and seamless enough that only if we look very hard can we tell that there is a pattern to the brick. I'll switch over to the Shaded View and get out of the walkthrough camera to be able to show this. If I view a large face of the building without lighting, I can pick out some of the patterning. Some of the dark bricks repeat.
But on the whole, it's not terribly noticeable. This texture is tiling nicely. It's only mapped at 8 foot square, and for reference, these windows are 16 feet across. So this is fairly successful. It will be even better in light with overlays of dirt and other objects. We might see dumpsters or other things next to it that will further camouflage this pattern. Therefore, this is a successful tiling brick and one which I can use in any number of places in my environment. A non-tiling texture or non- repeatable is a texture that's designed to be thrown on one set of UVs.
Here is an example. In Photoshop, I have pulled up the cornice color that was used on a previous building. In this case, this is a non-tilable, although some elements are meant to repeat, such as the square and this long rectangular relief. Some pieces are clearly not. A window in the middle of brick. When it's applied to a building, which I'll go back to 3ds Max and show, we can see that the texture repeats on the elements, not that the texture is seamless. Here in 3ds Max, we have the building from previous chapters with upper floor, cornice, and top floor elements.
This texture is not tiling. It's not meant to be seamless, evenly meeting from side to side, but rather have division elements such as these relief panels that break the brick on the upper floor. Additionally, the cornice has squares and long rectangular elements, again that break that pattern, so it's non-tiling. The difference in these is that we maybe able to get more detail, more dirt or more variation in a non-tiling texture, but we have to be careful how we use it. In a tiling texture, we can repeat it endlessly, but any flaw or pattern we introduce will show every time that texture is mapped.
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