ABSTRACT

In this chapter we will model and UV map all the parts of the large urban environment. I will try to give you various approaches to each aspect of the scene and discuss the integration of these assets into typical gaming and 3D environments. I might make reference to the various technical aspects of asset creation discussed earlier in the book, so it would serve you best to have read the first several chapters of this book, or at least to have skimmed them, and to make sure you understand the basic concepts pre- sented in each chapter. For example, if any of the modeling concepts in the instructions are confusing or unclear to you, go back and look at the chapter earlier in the book that introduces the relevant concepts. By the end of this chapter, you will be able to take the information, suggestions, and guidelines to develop a city scene of your own that looks unique and the way you want it to, and that can operate technically in the 3D environ- ment you are working in.