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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.
Once we have decided on our design for our game and we have started making textures, we need to make a decision about tiling and non-tiling textures on an object. We can also blend these using multiple map channels. The idea in multiple map channels is I want to unwrap an object in multiple ways to do different things. Maybe a tiling texture that's small with good detail drawn in it and then a larger overly texture for things like dirt. In this example I have a warehouse whose entire side here is covered in brick.
We can see the brick repeating and tell by the map size it's not very big. This is 8 feet square. It gives me lots of detail in 1024 square map to paint this brick and if I right-click on it and choose Gizmo, I can move this Gizmo around and get that brick anywhere I need it to be. However, I may want a dirt overly and so I need to use multiple map channels on the object. What I'll do quickly as an example is throw a Poly Select on top of this and deselect the object using that modifier.
Now I'll take the whole object and unwrap it, again using an Unwrap UVW. In this Map channel I want to specify under the Channel rollout Map Channel 2. Max will give me a notice. Would I like to move UVs or just abandon them and display the existing? I am going to move. Now if I open the Editor, I can see my object and this is ready for unwrapping and flattening. What I'll do is unwrap this and show the result as this may take a couple of minutes to get right.
I've unwrapped this object, looking at the large planes on the building. I took the other things, the sides of the windows, and slid them off to the side for clarity for now. Later I'd come back and stack them neatly in the remaining space. What this will let me do is render out this template under Tools > Render UVW Template, bring it into Photoshop, and paint dirt or other things along the wall to overlay onto the clean brick. Alternately, I can use this to render out ambient occlusion for lighting like we saw in Chapter 5 on the cornices.
Once I've got this ready, I can apply my texture. In this case this will apply to the whole building based on that channel, as long as I set the Map to Map Channel 2. In the Material Editor the way to do this is to insert it into another channel. To bring multiple UVs across to Unity, we need to put this map into the self illumination. I'll click on the None slot, choose Bitmap, and then choose my warehouse dirt image I painted. Once this is in, in that Map Channel I'll make sure it says 2.
I'll give the display a minute to update and turn on the scene lights and we should see dirt along the wall. This is how we can bring lighting or multiple map channels across into a game. Under Realistic, I'll choose Lighting and Shadows > Illuminate with Scene Lights. Now I can see nicely in addition to the large pool of light for my streetlights dirt along the wall and some coming up this side here, crossed over by the dynamic light in the scene. On a final note I'd like to turn off the scenes here in my display to make it easier to see.
I'll scroll down in the Unwrap UVW dialogue and into the Configure Rollout. I'll uncheck Map Seams. This is about as close to end game as we can get, barring the other lighting and other textures needed here. My windows are a little black, but what I can see nicely is the dirt on the wall and how it works to the lighting and also the rest of lighting on it and where I need to pay more attention to. It's important to note that yes, we can use multiple map coordinates here in 3DS Max. We need to set up right to take them across to game and we need to use them carefully.
They're perfect for things like overlaying dirt or grunge or graffiti onto a clean wall and allow you to blend skillfully tiling textures with good detail and non-tiling things like dirt or staining.
There are currently no FAQs about Creating Urban Game Environments in 3ds Max.
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