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Creating Urban Game Environments in 3ds Max

Course Summary

 A practical guide to modeling and texturing 3D urban environments for games in 3ds Max.   

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    Course Syllabus

    • Introduction
    • Welcome
    • Understanding the design process
    • What you should know before watching this course
    • Software requirements
    • Using the exercise files
    • 1. Planning a Low Poly Model
    • Identifying key contours and shadows in concept art
    • Analyzing concept art for texture
    • Choosing between modeling and texturing
    • Understanding the limitations of normal maps
    • Analyzing concept art for key shadow details
    • Identifying shadow details as generated or painted
    • 2. Planning the Modeling of Cities for Games
    • Planning the visible overlaid history in a city
    • Planning a "wedding cake" building: Base, middle, and top
    • Planning a modern building: Base and shaft
    • Designing the zoning: Planning the visible uses of buildings
    • Laying out city blocks
    • Planning modular textures and geometry: Streets and sidewalks
    • Texturing intersections
    • Modeling modular curbs, gutters, and ramps
    • Modeling modular street elements
    • Modeling corners with ramps
    • Unwrapping sidewalk elements
    • 3. Modular Construction of an Urban Environment
    • Laying out rectangles and planning how to clone geometry and texture
    • Using layers to organize construction elements and actual models
    • Extruding edges to form major shadow lines
    • Testing the module for correct floor-to-floor heights
    • Trimming down the module and cloning
    • Stretching the vertical elements to minimize geometry
    • Unwrapping the elements for correct proportion
    • Laying out a texture sheet for a façade
    • 4. Texturing the Modular Construction
    • Making brick texture
    • Adding detail to the diffuse texture: Sills and arches
    • Adding stone accents
    • Layering color in window frames and doorways
    • Copying diffuse layers for normal map foundations
    • Desaturating the diffuse map copies and prepping for normal maps
    • Converting bump maps to normal maps using nDO
    • 5. Creating Cornices, Parapets, and Roofs
    • Analyzing the necessary silhouette and geometry
    • Examining existing buildings in different lighting conditions
    • Planning cornice elements
    • Extruding cornice elements from polygon edges
    • Assigning smoothing groups for optimal shading
    • Unwrapping cornices for lighting
    • Modeling sloped roofs
    • Adding fascias and soffits
    • Adding fascias and soffits for gable ends
    • Texture sheets for roofs
    • 6. Assembling Structures
    • Arranging, aligning, and cloning modular elements
    • Setting pivot points for buildings
    • Reusing elements: Exploring possibilities in modular building design
    • 7. Creating a Texture Library in Photoshop
    • Creating a texture library
    • Creating rusty corrugated metal texture
    • Creating stone texture
    • Creating wood texture
    • Creating rough brick texture
    • Creating roads
    • 8. Planning and Constructing Texture Sheets
    • Using the Walkthrough Assistant to assess texture needs
    • Drawing detail at the right size
    • Understanding tiling and non-tiling textures
    • Deciding when to use tiling and non-tiling textures
    • Using multiple mapping coordinates
    • Using multiple unwrap modifiers
    • Unwrapping objects a second time: Planning an unwrap for a light map
    • Unwrapping a building façade using overlapping texture elements
    • 9. Ambient Occlusion and the Render to Texture Dialog
    • Understanding ambient occlusion
    • Assessing the quality of occlusion as a cinematic mood
    • Overview of the Ambient Occlusion shader
    • Baking maps using the Render To Texture dialog
    • Using occlusion as a foundation for dirt
    • Using occlusion from detailed models for texture
    • Baking lighting
    • 10. Preparing to Export
    • Preparing for Unity as a world builder
    • Importing into Unity and recognizing limitations
    • Importing elements with detailed materials
    • Setting optimal texture sizes and resizing in Unity
    • Setting up a naming convention and scene management
    • Renaming tools in 3ds Max
    • Conclusion
    • What's next

Course Fee:
USD 25

Course Type:


Course Status:



6 - 7 hours / week

This course is listed under Development & Implementations and Quality Assurance & Testing Community

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