In
this tutorial you will (hopefully)
learn how to utilize Tom Hudson's
popular Greeble plugin to support
you in the process of creating a large-scale
city model. If you haven't done so
already, go download
it now. Greeble is a mesh modifier,
so after installation you will find
it in your modifier rollout.
In
three parts we will discuss the
modelling, texturing, lighting and
overall scene setup to create something
like the Metropolis model I did
a few years ago. You can see it
in action as part of the "Jetride"
demo animation for BoomerLabs' Foley
Studio MAX, or in the animations
gallery of my website.
The
first step will be to create a plane
with -say- 25 subdivisions in either
axis.
Note
that the model we are going to build
here is just a small cut-out of
a typical downtown area. You will
need some more unique tiles of this
kind to make up a credible megacity
environment. So if you want to handle
larger chunks of your cityscape
at a time, you might want to go
for a higher subdivision level right
from the beginning. The higher the
amount of subdivisions, the more
building blocks and streets you
will get per plane.
When
preparing the mesh for blanking
the street pattern, use EditMesh
to select every 3rd or 4th row,
at first only horizontal.
If
you wish, you can also select two
contigous rows at once to make up
one wide avenue, as shown in the
example.
Unselected
areas form the lots for our building
blocks.
Since
streets usually aren't as broad
as the blocks they enclose, we need
to narrow them a little. Do a non-uniform
scale in y-direction down to approx.
60% of the original width.
You
can delete the selected faces afterwards,
because we don't need them for our
greeble work. The streets themselves
will be mapped on a separate plane
much later.
Now
do the same procedure for the streets
in y-direction: select a few rows,
not necessarily continous stripes,
rather let some of them end when
they cross an existing street -
narrow them to about 60% in x-direction.
After
deleting those faces, too, we end
up with something that already resembles
a street map, but this strictly
right-angled pattern is maybe yet
a bit too rigid - even for an american
city. ;-)
So
just move some vertices and you're
already getting much closer to a
realistic street maze.
Chamfering
faces (like shown in the screenshot)
will disable them for growing greeble
structures on it. Greeble only accepts
triangular and rectangular faces.
So abstain from using too many "rounded"
street corners.
Before
we start with the buildings,
it is essential to assign
a Multi/Sub-Object material
to the object - for several
reasons.
These
submaterials do not need to
be anywhere near photoreal.
In fact it is best to have
just some well distinguishable
colors to ease the viewport
work.
It's
a great help in general when
you are modeling, because
as you extrude/bevel/greeble
you are often working with
quite complex face selections,
which you maybe want to quickly
access again in a later stage.
Assigning unique Material
IDs during the modeling process
is much easier and reliable
than working with named selection
sets (which are a pain in
the ass, if you want my opinion).
When you are working in shaded
mode (ideally with "edged
faces" turned on). the
Multi-Sub-material will provide
you with an easy visual feedback
on which Material IDs are
applied to a surface. Last
not least it's also one of
the key steps for easily assigning
texture coordinates to sub-selection
sets (we'll discuss this in
part 2 of the tutorial).
Make
sure that you assign the Multi/Sub-Object
material to the ENTIRE object
(not just a face-subselection,
because you would then get
an M/S-material within another
M/S-material).
As
you can see, all you then have to
do is to select faces and assign
your desired ID to them. This ID
corresponds to the IDs in the Multi/Sub-Material.
In this case we assigned the "Base"
material to the current face selection.
Other faces already received ID5,
which represents the lawns on some
empty places, where we are not going
to plant greeble structures. You
can of course use much more IDs/sub-mats,
just as how it fits your needs.
Since
greeble-generated buildings are
covering the full area of each quad
or triangle they are planted on,
whe have to get some spaces between
the ground faces first. It would
just look unrealistic, if a building
block would stand wall against wall
and had no little alleyways and
backyards in between.
To
achieve this, add Greeble to a subselection,
disable "widgets", set
min. and max. height to 0 and just
increase the taper value to about
20. This way we receive an outline
for every individual face.
Now
apply Greeble and as before only
use "panels", no "widgets".
Depending on your scene scale, the
values from this example might or
might not work. Just tweak it until
it looks reasonable. Do not forget
to use material ID 2 also here (Greeble
defaults to a different ID).
If
you want to edit individual buildings
of your finished greeble city as
"element" units, it is
now the time to "Keep original
geometry", as it will allow
for detaching them individually
from the base object w/o leaving
holes later.
3DTotal
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