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Learn to Program & Model Procedural Cities in Unity & Blender by Penny de Byl & Michael Bridges

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Release date:2022, May

Duration:16 h 10 m

Author:Penny de Byl & Michael Bridges

Skill level:Beginner

Language:English

Exercise files:Yes

Procedural generation in games and virtual environments lends itself to the algorithmic generation of infinitely unique computer-created experiences. Its potential lies in its ability to automatically develop digital content on demand, reducing the amount of work required by programmers and modelers. However, a lot of preparation is necessary for such a strategy to be implemented.  A thorough understanding of the role that both sides of the game development coin (technical/logic and art/design) play in procedural generation is key for a successful implementation. In this course, Penny and Mike bring a unique experience to both programmers and artists alike and combine their skills and many years of industry and academic knowledge to bring you a holistic learning experience, in which you will find content and invaluable mastery.

This course uses Unity 2020.3 and Blender 3.0 and is Windows and Mac compatible.

The content is presented in two parts which can be studied in any order, independently or together.

In Part A, Mike will be taking you through a series of stages, starting with blocking out your city with simple placeholders, a critical design step often overlooked. Taking those placeholders we add a little extra detail to start bringing the city to life and map out the road system properly. Once that warm-up is out of the way, Mike will start focusing on thinking in a more modular manner by looking at the fundamental building blocks required to make our assets. Then finally, we will move from placing the pieces manually to placing them automatically, first with Blender’s Modifier Stack and finally completely procedurally using Blender 3.0’s new Geometry Node system.

In Part B, Penny will begin by taking you through a variety of workshops using the Unity game development engine, to teaching you how to manipulate and position road models on a plane to create a city street map.  Following this, algorithms will be worked through to create data structures to store city information and populate the city with residential, commercial, and industrial buildings.  The commonly used algorithms for Voronoi Diagrams and Perlin Noise will be employed to calculate city zones and city population densities.

By the end of this course, you will have a professional toolkit of programming and modelling skills that will give you the advantage over others who are “just programmers” or “just modellers”, including knowledge of multiple procedural techniques that can be employed in both Unity and Blender. Understanding game development that tightly integrates both design and logic from this standpoint is critical to making you a valuable commodity in the job market or preparing you for running an indie operation.

What others are saying about Penny’s courses:

  • I do like Penny de Byl’s courses and way of teaching, they are much more specific than your average “master Unity” kind of courses and usually, you don’t learn just the engine but also how things work behind the scenes. She’s really amazing!
  • I’ve been coding for about 3 years and since purchasing Penny’s “Animation”, and “Procedural Terrain” courses, the excitement and fun have returned once again to my programming.
  • Penny and her team know their stuff and are just amazing in explaining everything, breaking it down. Most importantly she challenges you to do stuff on your own rather than just “spoon-feeding” you everything. Then she comes back and shows you one way of doing it. Just an amazing course!!!

What others are saying about Mike’s courses:

  • I’ve used Blender for a number of years, but I’m a total novice next to Mikey and I’ve learned so very much from him here!
  • Mikey is an amazing teacher, I can’t praise this course highly enough. Worth every penny.
  • Mikey is a talented, thorough, and clear instructor, and he knows how to make the student think ‘for themselves’, which is such a great experience.
Watch online or Download for Free
01. Introduction

01. Welcome
02. Join the H3D Student Community

02. Part A Modelling The Basics

01. Section Intro
02. Getting Blender 3.0
03. My Blender Configuration
04. Placeholders
05. Setting Your World Scale
06. Planning You Pieces
07. Exporting Using a Script
08. Exporting Manually
09. Modelling Roads
10. Modelling Roads Challenge
11. Modelling Basic Static Buildings
12. Modelling Buildings Time-Lapse
13. Quick Tip – Origins
14. Quick Tip – Normals
15. Section Wrap Up

03. Part A Designing Better Buildings

01. Section Intro
02. Wider Roads – Why Placeholders Are Important
03. Smooth Shading & Mesh Data Normals
04. Blocking Out Detail
05. Extra Extruding Options
06. Quick Tip – Custom Transformations
07. Quick Tip – Using An Edge Bevel
08. Have You Checked Your Organisation
09. Boolean Cuts
10. Finish Off Your Detail Pass
11. Section Wrap Up

04. Part A Modular Thinking

01. Section Introduction
02. Modular Thinking
03. Origins Are Critical
04. Making Pieces More Flexible
05. Focusing on Faces
06. Covering Up Joints
07. Checking Scales
08. Quick Tip – Undoing Scale
09. Finishing Off The Detail
10. Exporting And Testing
11. Programmatic Construction – The Array Modifier
12. Controlling The Array Modifiers Object Offset
13. Constructing Our Basic Apartment Block
14. Adding The Roof
15. Introducing Drivers
16. Linking It All Together With Drivers
17. The Odd Bit At The Bottom
18. Extra Decorations
19. Section Wrap Up

05. Part B Grid Based Layouts

01. Generating a Grid
02. Adding Straight Roads
03. Dead Ends and Corners
04. Crawling Out A City Plan
05. Crawling Redesigned
06. Crawling Around Corners
07. Crawling Straight Ahead
08. Removing Duplicate Roads
09. Replacing Intersections with T-Junctions and Crossroads Part 1
10. Replacing Intersections with T-Junctions and Crossroads Part 2
11. Replacing Intersections with T-Junctions and Crossroads Part 3
12. Replacing Intersections with T-Junctions and Crossroads Part 4

06. Part B Adding Houses

01. Allowing for Road Collisions
02. Placing Houses
03. Placing Houses Only Near Roads
04. Rotating Buildings to Face the Road
05. Adding More Buildings and Artifacts
06. Mapping the City
07. Adding Grid Fillers
08. Combining Meshes
09. Improved Combining Meshes

07. Part B Districts and Zoning

01. Organised Randomness
02. Fractal Brownian Motion
03. Population Densities with Perlin
04. Voronoi Diagrams Part 1
05. Voronoi Diagrams Part 2
06. A Test City and New MeshUtils
07. Using Perlin for Population Density
08. Using Voronoi for City Districts

08. Part B Advanced Building Placement

01. Zoning
02. Building Residences in Residential Areas
03. Placing Larger Buildings
04. Integrating Perlin Noise for Density
05. Refactoring Building Progress
06. Confining Building Boundaries
07. Oops I did it again

09. Part B Parks and Recreation

01. Zoned Trees
02. Using Perlin for Tree Heights
03. Perlin Noise for Tree Positions
04. Park Adding Challenge
05. DeadEnds
06. Properly Fixing City Road Map

10. Final Words

01. Some Final Words from Penny

[Udemy] Learn to Program & Model Procedural Cities in Unity & Blender by Penny de Byl & Michael Bridges.7z.rar

[Udemy] Learn to Program & Model Procedural Cities in Unity & Blender by Penny de Byl & Michael Bridges_Subtitles (2).7z

[Udemy] Learn to Program & Model Procedural Cities in Unity & Blender by Penny de Byl & Michael Bridges_Subtitles.7z


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