I've started world building in Maya by blocking out half of my city environment. I need to finish the floor plan so I know how the other half of the city will be laid out which includes the park with a swing and roundabout, as well as some other buildings.
The tutorials I've been watching up until now haven't talked about "tri's and quad's". I've learned from fellow students it's very important when modelling because of how game engines interpret the model. Basically if I don't follow these simple rules and build good and efficient (low poly) topology then I'll have problems when importing it into UDK later on down the line.
I have yet to get around to learning UV mapping and applying textures to the maps but the Urban Environment tutorials that I mentioned in the previous post cover those topics so I'll put them to good use.
Here is a render of my block-out so far:
What's next?
I will continue to add some detail to the buildings I have at the moment while trying to keep it as low poly as possible. Then I will finish my floor map and block-out the rest of the city. After that I'll watch the videos (and some others) on UV mapping and texturing.
Cheers,
Gavin
I have yet to get around to learning UV mapping and applying textures to the maps but the Urban Environment tutorials that I mentioned in the previous post cover those topics so I'll put them to good use.
Here is a render of my block-out so far:
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| Maya Render: City 22/11/2013 |
I will continue to add some detail to the buildings I have at the moment while trying to keep it as low poly as possible. Then I will finish my floor map and block-out the rest of the city. After that I'll watch the videos (and some others) on UV mapping and texturing.
Cheers,
Gavin

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