Creating City Blocks in 3ds Max - Part 5 - L and T Junctions

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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 5 - L and T Junctions

In this tutorial, you use the cross intersections you created in the last movie to extract L and T junctions. In doing that, you will learn how to edit the new intersections and add to the material created earlier to accommodate more street markings.

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 center intersection in place, you now use it as a template to create the T and L junctions on the city block perimeter.

2
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Keep working on your project or use the scene named CityBlocks_Roads-Perim-Inter.max.

3
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You will start with the T-junction at the top center.

4
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Use Shift+Move to create a copy.

5
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Zoom in and use the Snap tool (S on the keyboard) in Endpoint mode to position the copy in place.

6
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Make sure the bottom corners fit properly; you need to edit the top part.

7
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Exit Snap mode when done.

8
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In the Modify panel, go into Poly mode.

9
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Select the 5 poly faces that make the top section and delete them. You now have a T intersection.

10
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You still need to adjust it to fit the reference.

11
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At this time, the horizontal stretch is made of four lanes, two in each direction for a total width of 14m.

12
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What you need is to have three lanes moving in one direction, left to right.

13
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Three lanes equal 10.5m, so you need to subtract 3.5m from the current road width, one lane.

14
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Select the top vertices on that object.

15
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Using Relative Transforms, move the selected vertices down in Y using a value of -3.5m

16
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You still need to adjust the textures; you'll get to that in a minute.

17
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First, you need to adjust the stop line areas. Two of them are now rectangular instead of square-shaped.

18
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To minimize distortion, you'll make them square-shaped to match the bitmaps.

19
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Select the two vertices on the far right and move them to the left, by a relative displacement of -3.5m

20
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Likewise, select the vertices on the far left side and move them to the right by 3.5m.

21
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With this done, all that's left is to assign a different bitmap to these two sections.

22
00:02:23,270 --> 00:02:30,229
You need a stop line for three lanes traveling in the same direction rather than a two-way double-lane.

23
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Go to the Slate Material Editor. The Multi/Sub-Object material applied to the object is already displayed in the Roads view.

24
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At this time, there are three sub-materials applied, the way you set them up previously.

25
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You need to add a new sub-material for the three-lane stop lines.

26
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Double-click the top material node to edit its properties.

27
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Click the Set Number button and set the number to 4.

28
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This creates a new Standard Material node but you need to select it and delete it.

29
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You need to replace it with an Arch & Design material to remain consistent with what you have started.

30
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Set the new material to a Matte Finish the way you did before and also set it to display shaded in the viewport.

31
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All that's left is to specify the bitmap you want to wire to its Diffuse Color Map channel, in this case the file named RD_1w-trp-stp.jpg

32
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Note that this bitmap was created with a side solid line.

33
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When you later tile this city block, you will have double-line dividers between the three-lane roads.

34
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Because the new sub-material is assigned to ID #4, select the two squares with the wrong texture and assign them to ID #4.

35
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Well, this works for one area but not the other:

36
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Traffic flow is coming from the left, so it makes sense to have a stop line as displayed here.

37
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However, on the right side, you need a different kind of bitmap, one that still has three lanes but with intermittent dividers and no stop line.

38
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So, use the same method as before to add a new sub-material,

39
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this time based on the bitmap file named: RD_1w-trp.jpg

40
00:04:57,632 --> 00:05:02,873
Select the appropriate polygon in the viewport and set it to ID #5.

41
00:05:03,433 --> 00:05:11,249
That's better but it needs a 180-degree rotation so that the straight line is on the other side of the road.

42
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You can do that at the bitmap level or you can unwrap the geometry.

43
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Temporarily dismiss the Slate Material Editor and exit sub-object mode.

44
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Apply an Unwrap UVW modifier to the T-junction.

45
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To minimize confusion, you can disable Map Seams, you don't need them in this tutorial.

46
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In Polygon mode, select the polygon you want to adjust.

47
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Open the UV Editor.

48
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Use Freeform Mode,Make sure Angle Snap is enabled and rotate the cluster 180 degrees.

49
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Close the UV Editor dialog when done and exit sub-object mode.

50
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Right-click and convert the object to an Editable Poly. The UVs are baked to the geometry.

51
00:06:03,000 --> 00:06:08,100
With this in place, you can now use it to create an L-junction.

52
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Use the Snap tool to accurately position the corner.

53
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Delete any unwanted polygons,

54
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and use relative vertex displacements to correctly shape the geometry to the corner reference.

55
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All that's left to do is to assign the bottom polygon to the correct ID (#4) to get the correct stop line.

56
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Once that's in place, you can then select both the L and T junctions and rotate and copy them around the center of the world.

57
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For this you make sure both are selected and that you are in Rotate mode.

58
00:07:01,736 --> 00:07:04,201
Also ensure that Angle Snap is enabled.

59
00:07:04,400 --> 00:07:10,200
Now set the Coordinate System to World and set the option to rotate about the Transform Center.

60
00:07:10,395 --> 00:07:16,143
The combination of both of these tools would help you rotate about the 0,0,0 point.

61
00:07:16,548 --> 00:07:20,827
Remember to hold Shift while rotating 90 or -90 degrees.

62
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When you get to the Clone Options dialog, specify 3 copies and click OK.

63
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Ultimately, all road parts will be attached together, which is why we are not bothering using Instances in this case.

64
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Save your file. In the next movie, you learn how to create the road stretches connecting the intersections.

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