Creating City Blocks in 3ds Max - Part 11 - Building Lots

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Industry
  • Design Visualization
Subject
  • Animation
  • Modeling
  • Scripting
  • 2014
  • Environment
  • Workflow
Products
  • 3ds Max
Skill Level
  • Intermediate
Duration
8 min

Creating City Blocks in 3ds Max - Part 11 - Building Lots

In this tutorial, you use the sidewalks you created in the last movie to extract surfaces for building lots. You will also treat the building lots so that they have different textures to introduce more variety.

Notes

  • Recorded in: 3ds Max 2014
  • This tutorial is intended for use with 3ds Max version 2014 or higher.

Transcript

1
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With the sidewalks in place, you will now use them to extract surfaces for building lots.

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If you need to catch up, use the file named CityBlocks_Roads-lots.max which has the road infrastructure and the sidewalks in place.

3
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Zoom in on CityBlock-A on the left, you'll start with that one.

4
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Earlier you used the roads to extract the sidewalks.

5
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This time, you use the sidewalks to extract the building lots.

6
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The process is similar, yet a bit easier as the building lots are flat and don't require the extra work brought on by the Sweep modifier.

7
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Select the geometry, and in the Modify panel, enter Border mode.

8
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Hold Ctrl down for multiple selections, and then click on the borders you need to extract.

9
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Do not attempt a click and drag as each sidewalk actually has two borders. You only need the inner border selected.

10
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Create a Linear Shape from the selection as you learned to do before.

11
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Exit Border mode and select the new shape.

12
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It's made of multiple "islands". To turn it into solid flat surfaces, simply add an Edit Poly modifier.

13
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Go to the Slate Material Editor, in this tutorial you will map these surfaces with paving stones.

14
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Create a new Arch & Design material using the Matte Template.

15
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Make sure the new material is set to show in the viewports.

16
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As a Diffuse map, choose the bitmap named GD_pavers_0001.jpg.

17
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There are six images of paving stones; you will use all of them to bring more variety to the environment.

18
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If you have other textures in mind such as grass or dirt, you can use the same techniques learned here to adapt them.

19
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Double-click the bitmap node and set it to Use Real-World Scale.

20
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Set the scale to about 10mx10m. You can always adjust that later if you need to.

21
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Apply the material to the new object, it still doesn't show in the viewport as you need to apply mapping coordinates.

22
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Add a UVW Map modifier to the object. You can leave it in Planar mode as you only need a projection from top.

23
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However, make sure you use Real-World Map Size to get an accurate result.

24
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All lots are now mapped with the same texture. Next you bring a bit of variety to the mix.

25
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In the Material Editor, Shift+Move the new material and its bitmap to create a clone.

26
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Repeat to create a total of six paving stones material duplicates.

27
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Make sure all the duplicated materials are also set to show in the viewport,

28
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and then replace the bitmap textures to make use of the other paving stone images.

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Now add a Multi/Sub-object material to the mix and set it to have 6 sub-materials.

30
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Connect the paving stones materials to the Multi/Sub-Object node.

31
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Finally, apply the top-level, multi/sub node to the object in the scene and then dismiss or move the material editor window.

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It does not appear to make a difference yet, but that's because all polygons are uniformly set to Face ID #1

33
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Convert the building lots object to an editable poly. This collapses the stack and bakes in the mapping coordinates.

34
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In polygon mode, note that all faces are currently set to ID #1.

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Select the faces that you want to affect with a different texture and choose another ID number between 2 and 6.

36
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Exit Polygon mode when done. You still need to put everything together so that the city block works as one unit.

37
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Select the roads/sidewalks object and then use Attach to attach the newly created lots.

38
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Make sure you match the material IDs to the material so you don't lose the work you have done.

39
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Finally, you need to consolidate your material as you have learned to do.

40
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In the material editor, select all nodes as they apply to the roads, sidewalks and building lots and delete them.

41
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Use the Material Picker and click the city block in the scene.

42
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You now have one large multi/sub-object material that affects all parts of the city block.

43
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Re-arrange the material nodes as you have learned to do.

44
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The paving materials are now affecting Face IDs between 14 and 19 instead of 1 through 6, courtesy of the Attach/Match ID tool.

45
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This takes care of CityBlock-A. For the other two, the procedure is similar, except you've already created the paving stones materials.

46
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This means you can extract a shape from selected borders as before,

47
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and add the Edit Poly modifier and the UVW Map modifier in Real-World Map Size.

48
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Once you have done that, you can collapse the stack by converting the object to an editable poly again.

49
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This time around though, you don't need to worry about the material as you have already created it.

50
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Select the road works and then use Attach to attach the lots. There are no prompts as both objects are still currently assigned the same material.

51
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Right-click to end the command and apply the new consolidated material to the city block.

52
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From this point on, go into polygon mode and decide which lot goes on which texture, by choosing IDs between 14 and 19.

53
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Exit polygon mode when done.

54
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Take a minute to work on the third city block following the same workflow you just went through.

55
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When you're done save your file.

56
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In the next movie, you light the scene using the Daylight System.

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Tags
  • 3ds Max
  • Animation
  • Modeling
  • Scripting
  • 2014
  • Environment
  • Workflow
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