Creating City Blocks in 3ds Max - Part 7 - Inner Roads Intersections

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

Creating City Blocks in 3ds Max - Part 7 - Inner Roads Intersections

In this tutorial, you leverage the geometry you have already created to extract the intersections for the inner roads. You also add materials to the existing material definition and clean up the connections between the existing road infrastructure and the one you are adding.

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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Continue working on your file from the last movie.

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If you need to, open the file CityBlocks_Roads-Inner-Inter.max to pick up from where the last movie ended.

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At this point, you probably still have a set of splines you used as reference earlier.

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You can hide or even delete those as they have served their purpose. The main infrastructure is already in place.

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Now you need the inner, smaller roads and intersections.

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You will use the existing infrastructure to extract the intersections needed for the small roads.

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Go to the Top view, and then unhide the Plane001 reference object you used earlier in the tutorial.

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This makes it easier to see where the inner roads and intersections are located.

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Select the existing road works (they're one object now) and go to the Modify panel.

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In Polygon mode select the center intersection cross.

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Shift+Move the selection to create a cloned element in the top-left quadrant.

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The new intersection is obviously too big, twice as big in fact as it has four lanes instead of two.

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You may be tempted to scale it down by half but doing so also scales down the width of the pedestrians crossings.

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It is safer to move vertices in relative mode, to ensure you are only scaling down the areas that need it.

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Before you remove the left part of the intersection that has no road extension, consider the T-junctions here, here and here:

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These still require stop lines, pedestrian crossings and chamfered corner areas.

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To create those, simply select the right set of polygons and Shift+Move to clone them into the correct spot.

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Once that is done, you can use the same technique to clone elements into other areas.

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Just make sure you block the intersections out, you'll worry about cleanup in a moment.

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If you have angle-roads as you do here in the bottom-right corner, start by setting up the main intersection by copying it from another element.

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Before you start re-shaping it, you may want to extract the T-junction to the right.

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You may be tempted in rotating some vertices,

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but the truth is the road markings should be more aligned with the intersection.

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So instead, select all vertices that make that intersection and apply a Skew modifier.

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The Skew modifier is only applied to this intersection and you can now set its parameters.

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In this case, make sure it's set in the Y-axis and adjust the Amount until the intersection is properly aligned with the reference image.

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Once this is done, convert the object to an editable poly again to bake the changes.

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Now you can go back to selecting polygons and fine-tune the position of the intersection horizontally.

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You can also extract the T-junctions as you did earlier, using Shift+Move.

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Once everything is in place, you can select and delete any unwanted polygons that lead nowhere.

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The inner intersections are now blocked out, exit sub-object mode.

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Select the reference plane (Plane001) and hide it again so you can see the road works better.

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Before you add roads between intersections, you still need a bit of cleanup.

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You need to clean up the geometry between the T-junctions and the wider roads,

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and you need to ensure the proper materials are applied.

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Remember the inner roads are two-lane wide and currently they still have the copied material with a bitmap representing four lanes.

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First, you'll adjust the geometry.

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For that, you need a few cuts and slices so that vertices can be welded together.

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To keep cuts clean and straight, you will use the Slice tool.

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In polygon mode, select the polygons you want to cut through, let's say these two in the bottom-left quadrant.

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Click the Slice Plane button. A slice plane appears in yellow and is flat on the ground.

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Rotate it 90 degrees or -90 degrees on the Y-axis so that it's vertical.

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Now move it over where the T junction meets the main roads.

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You need four cuts, so position the slice plane properly and click the Slice button.

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If you can't see properly with the red shaded polygon, you can disable that mode with F2.

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Once the four cuts are done, exit Slice Plane mode.

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Repeat the procedure by selecting more polygons and slicing them.

48
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When you need to, rotate the slice plane 90 degrees in Z to slice polygons horizontally.

49
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For angled cuts, you can certainly use the Slice plane or simply use the QuickSlice method.

50
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The same principle applies but QuickSlice uses two points to define a custom slice plane.

51
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Once all the cuts are in place, you need to weld vertices together.

52
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Here you need to use Target Weld to move one vertex to another.

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The regular vertex Weld tool moves selected vertices to a center point, but in this case, vertices on the main roads need to remain in place.

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Using Target Weld, simply click the vertex you want to relocate and then click the vertex you want to weld it to.

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Repeat as needed, until all intersections have been cleaned up.

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Exit Target Weld mode when done.

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Next, you need to adjust the materials for the stop line sections. They are still showing four lanes as this was copied over from the main roads.

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Depending upon whether an inner road is a one-way or a two-way street, the markings for the stop lines (and the road for that matter) will be different.

59
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For that reason, you need to account for both situations.

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As an example, let's assume that most inner roads will be two-way streets except for that little stretch here that will only flow left to right.

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Go to the Slate Material Editor and add two new sub-materials to the existing material's tree.

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Delete the Standard Material nodes that get created and replace them with Arch & Design, Matte materials.

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Make sure the new materials are set to show in the viewport,

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and add the appropriate two-lane stop lines bitmaps to them.

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The first one represents a stop line for a two-lane one-way road,

66
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the second for a two-lane two-way road.

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They are set as IDs # 8 and 9 respectively.

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Close the material editor when done or move it out of the way.

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In the bottom-left quadrant, select the two polygons that are the stop line areas.

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They are currently set to ID#3 which represents the four-lane stop lines.

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Change that to ID #9 which represents a two-lane two-way stop line.

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Repeat the procedure to the other polygons that are meant to share the same texture.

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When you get to the road that's meant to be one-way, setting the ID to 8 works on the right but not on the left side.

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The left side should be simply an intermittent divider line, as traffic is flowing left to right.

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So add a new sub-material for it, sub-material #10,

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based on the appropriate bitmap,

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and set the face ID accordingly.

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When you're done, exit sub-object mode and save your file.

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In the next movie, you finalize the roads by connecting the inner intersections.

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