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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.
I have finished the building, I have added more detail to the relief panels and the cornices, and I've included these texture files for you to look at. Along the way, we have looked at techniques for low polygon modeling, so we can model our buildings with a minimum of geometry but still have them feel as if they were crafted to be there. We've also looked at ways to design the city, exploring methods of making streets, intersections, blocks and sidewalks. We've looked at texturing techniques. Ways to add realism in detail into a texture without increasing polygon count.
We've looked at ways to bake shadows and lighting, to get the most bang for our buck, and not stress our game engine. I've added a camera into the scene so we can start to fly in our city. We can see that the city still needs some work. I've got one building in and a bunch of empty blocks. I need to continue developing buildings and along the way add in the other parts of the city. I need to streetlights, newspaper stands, fire hydrants, cars, and people, all the things that make a city, well, feel like a city. So go out, get some reference, use street view and explore a city, then start modeling, make the buildings, make parts, make modules, and clone them. You would be surprise to how fast the blocks fill up and then think about the other pieces, the everyday details that make a city, well, a city.
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