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Here
you can see quite well, how the
outline operation from a few minutes
ago has helped us to create sidewalks
and little alleyways to the backyards
that were intentionally left open.
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Since
"select tops" was active
in the preceeding greeble modifier,
we can now easily alter all "roofs"
of our buildings to use ID 4 (which
is the dedicated roof material). |
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Afterwards
you should deselect all smaller
faces, because they will look unrealistic
when we farther going to extrude
them or even add another greeble
level. As a rule of thumb you should
leave only those faces selected,
which are reasonably large and nearly
quadratic. |
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Only
faces which are now left over will
receive an additional "floor"
by extruding them. I thought I'd
lower them a bit before doing this,
so that the overall size increase
would be counterbalanced. |
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You
can ditch this step if you want.
It sure isn't essential. |
Assign
material ID 2 (= 2nd floor material)
and extrude the faces. You could
also use Greeble instead of an extrusion,
but it splits up some of the faces,
and that won't make them suitable
for the next step. |
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Now
we are adding the actual building
tops to our sub-selection by adding
our 3rd greeble modifier for today.
:-) |
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This
greeble step can have ID 2 or 4
- you decide. We are again only
creating "panels", but
this time they act as hipped roofs
by using some height and an increased
taper value. I thought I'd assign
Material ID 2 to it, and apply the
roof material to the top faces only |
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As
a last step we can now add some
"widgets". Don't ask me,
why I didn't do this in the previous
step already... guess I'm getting
old. But then again: having a separate
modifier in the stack for each step
makes it all easier to reproduce.
;-)
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| This
layer is supposed to add chimneys,
air conditioning units, maybe antennas
or whatever type of clutter you find
on roofs of urban buildings. In order
to save some polygon budget I was
only using the simple box type widget. |
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That's
nearly all there is about the modeling
part of our ground level. |
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As
mentioned at the beginning, you
will have to repeat this procedure
for generating at least a few unique
"street maps", so that
you end up with enough tiles for
making up a much larger "downtown
area". |
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Lazy
as I am, I just cloned the existing
city quarter several times to have
a preliminary surrounding. |
Of
course you can also quickly alter
the face of these "city quarters"
by mirroring or rotating them, deleting
certain building blocks and place
some of the individual skyscraper
models there. We are going to do
this in part 2 and 3 of the tutorial,
which I hope to get done yet this
year. :-) |
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