Ürban PAD's posterous http://urban-pad.posterous.com Ürban PAD is a city creation tool, designed from the start to ease and speed up creation. Here are some thoughts, pics and example from the team. posterous.com Tue, 20 Sep 2011 08:35:00 -0700 ShareIt! to Save on Ürban PAD http://urban-pad.posterous.com/shareit-to-save-on-urban-pad http://urban-pad.posterous.com/shareit-to-save-on-urban-pad

We’re very excited to announce the Ürban PAD ShareIt! Special. For two weeks, we're offering Ürban PAD for just $29. Unlocking this offer depends on you sharing it: once we hit our license goal, everyone will receive an Ürban PAD license at this special one-time price.

As we like to talk about on this blog, you can create great-looking 3D buildings and cities faster with Ürban PAD. Here are a few examples.

In the two years since we've started this blog, Ürban PAD has been used to build cities in next-generation game production pipelinesgame prototypes ,industrial simulations, and architectural visualization. By offering Ürban PAD at this exceptional price, we hope to share with you the amazing power of procedural modeling.  

With Ürban PAD, you can:

  • Create lots of buildings fast and sell them online.
  • Make them look great with the top-notch texturing system or enhance them with Allegorithmic’s Substances (10 free Substances included).
  • Fire up the city generator and let it roar to see your city appear in no time.
  • Easily export your buildings or city to your favorite game engine (UDK/Unity 3D) or 3D software (Autodesk Suite).

The possibilities are endless. Show us what you can do - and don't forget to share! 

 

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Fri, 16 Sep 2011 07:43:00 -0700 $25,129 and Counting – How much could YOU make with Ürban PAD? http://urban-pad.posterous.com/25129-and-counting-how-much-could-you-make-wi http://urban-pad.posterous.com/25129-and-counting-how-much-could-you-make-wi

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25,129. That’s how many times our Medieval House model, made with Ürban PAD, has been downloaded on TurboSquid. This model is free, but we could imagine that if we’d charged a dollar, we’d have serious money in the bank.

Our experiment is proof that Ürban PAD is an efficient mesh generator that easily produces beautiful models with clean, space-saving triangulations.

But the value of Ürban PAD doesn't end there. With it, if you build one model, you can generate a variation of it automatically and easily, export the models to Fbx and Collada, then upload all of them to your favorite asset stores.

You may remember Boris’s challenge – recreating a Turbosquid building with Ürban PAD. By adding variation to the model from the beginning, he was able to create five buildings in Ürban PAD in the same amount of time it took him to create one in 3ds Max.

A few of our money-savvy customers have already seen the opportunities possible by using Urban PAD this way. Join them and start using Urban PAD now!

P.S.: We put Boris to the test again with these medieval building packs. He adapted his first Medieval Building to create Medieval Building 1, Medieval Building Pack 2, and Medieval Building Pack 3. These packs are now available on these marketplaces:

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Tue, 06 Sep 2011 05:44:00 -0700 Ürban PAD 3.0.9a Now Available! http://urban-pad.posterous.com/urban-pad-309a-now-available http://urban-pad.posterous.com/urban-pad-309a-now-available

We're pleased to bring you the latest version in the Ürban PAD 3.0 lineup, Ürban PAD 3.0.9a: Wendigo. This version contains bugfixes for version 3.0.8b: Modron. This release's features include: 

 

Use-as-default Setting for Templates 

Choose to use a template as a default template by checking the Use as Default setting on the main screen. This makes template editing and construction easier for the beginner user, or for creating sets of similar templates from a single prototype.

 

Ürban PAD to Unreal Development Kit Export 

We've streamlined our FBX export to UDK, first revealed here. Importing Ürban PAD content to UDK now goes faster and more easily than ever! Get the Ürban PAD to UDK .pdf on the website.  

 

 Wendigo is available for download and comes packaged with an updated version of the Simplicity sample city. Need help getting started? Find tips here on the blog or beginning tutorial videos on our YouTube channel

 

 

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Thu, 28 Jul 2011 07:06:00 -0700 Ürban PAD 3.0.7c Now Available! http://urban-pad.posterous.com/urban-pad-307c-now-available http://urban-pad.posterous.com/urban-pad-307c-now-available

We're pleased to bring you the latest version in the Ürban PAD 3.0 lineup, Ürban PAD 3.0.7c: Homunculus. This version contains a number of bugfixes for version 3.0.7b: Dracolich.

Homunculus is now available for download and comes packaged with an updated version of the Simplicity sample city. Need help getting started? Find tips here on the blog or beginning tutorial videos on our YouTube channel

Featured Gallery: Ürban PAD to Unreal's UDK 

François has been working hard these past few weeks to get our Ürban PAD to UDK export working. This feature is not yet included in the public release, but the export workflow has come a long way since we first used an Ürban PAD to UDK workflow. We're giving past city projects a UDK makeover while we're putting the finishing touches on the export/import pipeline. Featured here are Boris' medieval building and our Simplicity sample city: 

 

 

 

 

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Wed, 20 Jul 2011 08:55:00 -0700 Ürban PAD to UDK http://urban-pad.posterous.com/urban-pad-to-udk http://urban-pad.posterous.com/urban-pad-to-udk

Here's a first look at an ongoing Ürban PAD development: import to UDK via fbx format. We did a test run of Ürban PAD fbx to UDK with our Simplicity sample city, and here are the first results: 

This makes importing models and cities from Ürban PAD easier for all you UDK users out there. This feature is still under development, but you'll be able test the process in a few weeks. A video of the import process is on the way.    

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Tue, 12 Jul 2011 08:41:00 -0700 Ürban PAD 3.0.7b Now Available! http://urban-pad.posterous.com/urban-pad-307b-now-available http://urban-pad.posterous.com/urban-pad-307b-now-available

We're pleased to bring you the latest version in the Ürban PAD 3.0 lineup, Ürban PAD 3.0.7b: Dracolich. 

What's New in Tech

Some very neat stuff is in this new version: 

New Line Split Option City Designer 

We’re adding a new split to the Transformation rules in City Designer with the new Simple Split:

Simple_split
Use the Simple Split transformation rule to draw angled roads. This feature is useful for creating dead ends and other non-regular roads.

 V-Roof Rule Added to Sector Editor

You asked for it, so we delivered: V-shaped roofs are now available. Simply select V-Roof Rule in the Sector Editor catalog to make a perfect V-shaped roof without having to extrude and merge surfaces. 

V_roof_best

Editing in Pseudo-Place

Ever wanted to tweak a building template while in City Editor and see the changes immediately in the footprint? The editing in pseudo-place feature opens the template in Sector Editor with a view of the city footprint. This is quick and useful for seeing how your changes will apply locally. See our Featured Video below to get a sneak preview of this feature still under development.

The 3.0.7b version is now available for download and comes packaged with an updated version of the Simplicity sample city. Need help getting started? Find tips on the blog or beginning tutorial videos on our YouTube channel.

Featured Video: Editing in Pseudo-Place

Being able to edit building templates from from any part of Ürban PAD with action-stack processing is one of the features that makes Ürban PAD a flexible 3D modeling solution. Even better is seeing how your edits look with their current sector footprint. With the editing in pseudo-place feature, preview your changes locally before applying them. Here's a sneak preview

 

 

 

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Mon, 04 Jul 2011 11:05:00 -0700 Boris' Buildings http://urban-pad.posterous.com/59636905 http://urban-pad.posterous.com/59636905

Note: This morning we found the boss's post abandoned except for an empty M&Ms bag, a map of the Provençal backcountry, and some cryptic text on his screen:      

Boris had a temper, so I gave him a target.

Boris is our graphic artist. It took him a while to find what he wanted to do in his life. He had done a lot of jobs, you see. Some blue collar, some white collar. None of them gave the deep satisfaction of the craft you want to perfect for the rest of your life. And then he had this graphic art job. It was a get-a-bit-of-money job at first. But it affected him strangely. He was swung between pure bliss when something was done and pure anger when the tools got in the way. He had this image in his mind and wanted it on the screen, and, damn if it took some sweat, he would get there in the end.

He realized later that he had found his craft. Boris is more experienced now but his internal creative spirit still works the same way. He draws and designs as others fight. He may be the reincarnation of a Viking warrior. Exchange the axe for Photoshop/3DSMAX and you get the idea. And when something is well done, he goes for a smoke outside the building. In the blistering heat. We're having a hot summer this year.  

So when he told me he had a bit of time, I gave him a target: a TurboSquid building:

Rendu1

The plan was simple: redo the building using Ürban PAD and show how, when you do it this way, you finish the building more quickly and can turn it into an infinity of buildings.

 

He said "grumpf" and walked away with a dark glint in his eyes. You can see the image below.

Rendu2

I'd say 'mission accomplished.' The building was created quickly and easily and the variations are only a click away. It was a good thing. Boris almost smiled. What do you think?

Yesterday, when I asked him if he wanted to see this blog post, he said "no, whatever, pfff" and turned to his screen. He had a new target. 

This week: We're rolling out Boris' buildings on TurboSquid. Some are free; others are available for a small charge. All of them are handsome, good-looking, and waiting to be used in your game or simulation. 

 

 

 

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Fri, 01 Jul 2011 07:16:00 -0700 Ürban PAD 3.0.7a Now Available! http://urban-pad.posterous.com/58139357 http://urban-pad.posterous.com/58139357

We're pleased to bring you the latest version in the Ürban PAD 3.0 lineup, Ürban PAD 3.0.7a: Stone Golem.

What's New in Tech

Ürban PAD 3.0.7a introduces several new features:

New Line Split Options in City Designer 

Two new line split options are now available by popular request:

  • Use Line Split transformation rule to draw roads freehand inside the city surface. Use Points Edition mode to add spline for a freestanding, fully editable road: 

  • New Recursive Split transformation to create regular, recursively smaller splits along the city surface grid: 

Recursive_split

Accurate Texturing in Sector Editor with Auto-Orientation

  • New auto-orientation option on texturing in Sector Editor aligns textures relative to their layer orientations.
  • Each building of a building group now has its own texture orientation, making texturing of building groups more realistic and accurate.

The 3.0.7a version is now available for download and comes packaged with an updated version of the Simplicity sample city.

Need help getting started? Find tips on the blog or beginning tutorial videos on our YouTube channel.

Featured Video: UP to Unity Workflow

We've been fans of the Unity 3D engine for a while, and with this release, we've put the finishing touches on a basic workflow that takes you from Ürban PAD to Unity.

Quickly create procedural buildings or cities in Ürban PAD and take advantage of Unity's powerful features to make them sharp and game-ready. This video shows you how to get from here to there.

 

 

 

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Tue, 07 Jun 2011 02:12:00 -0700 Ineov June 6-7 http://urban-pad.posterous.com/ineov-june-6-7 http://urban-pad.posterous.com/ineov-june-6-7

The Ineov symposium, focused on Green IT and user-centered innovation, is taking place from June 6-7 in Grenoble. More information about the symposium is available here (Fr/En). Participants who want to attend virtually can do so via a 3D web platform created in collaboration with GaeaNova and yours truly at Gamr7. Looking good!

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Tue, 24 May 2011 08:20:10 -0700 From the Vault: Medieval Building, part 3 http://urban-pad.posterous.com/from-the-vault-medieval-building-part-3 http://urban-pad.posterous.com/from-the-vault-medieval-building-part-3

Almost finished! Today we tackle the roof of our medieval building, which in this building refers to the composed upper part of the model. The roof (the topmost part of the upper level) took about a day, and randomizing the pike placement took less than 5 minutes: 

 

Medieval_bldg_7
Medieval_bldg_8
Using a procedural modeler gives us two completely different results. We build once, then regenerate for instant variation. In modeling terms, this means we get more looks for less work. As you can see in the second image, we created the roof as one sector, the addition as another sector, and used the Sector Link function to connect the two.

We also added some randomization to the mix by making the addition appear only half the time (this is the Maybe rule in the Filter rules of the Sector Editor catalogue, which is pretty handy if you want some quick, easy variation).

When this sector is linked to the sector we created in Part 2, the resulting medieval house can be used as a centerpiece or combined with other models to create a larger scene.

Postmortem: since the ground floor stayed the same (except for the archway), we saved the most time on the upper level.

In the middle photo you can see the upper level by itself. This can be used as a separate building. We're thinking about continuing this project – either making a deformable building, or regenerating this one building a few times to populate a scene with a small village (there is a possible door on the upper level).

We're pretty happy with the results, which took approximately 2.5 days to create - under our time limit - but what else could we have done to make it better or more interesting?  

Medieval_bldg_9

Medieval_bldg_10

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Thu, 12 May 2011 03:54:59 -0700 From the Vault: Medieval Building, part 2 http://urban-pad.posterous.com/from-the-vault-medieval-building-part-2 http://urban-pad.posterous.com/from-the-vault-medieval-building-part-2

Following up on last week's post, here's the first part of the upper level of our medieval building:

Medieval_bldg_4

In this part of the building, we used more procedural features of Ürban PAD to get a bit of easy diversity. For basic uses, this means we can easily include variety in wall textures, window geometry, and props position. Modelling procedurally speeds up the work so that you don't have to create the same geometry manually or place the same prop at a different location over and over again.

We regenerated this level a few times to get some variation.  When we regenerated the geometry, the door and window placements changed. So did the sign position: 

Medieval_bldg_5

Medieval_bldg_6

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Mon, 02 May 2011 10:12:00 -0700 From the Vault: Medieval Building http://urban-pad.posterous.com/from-the-valut-medieval-building http://urban-pad.posterous.com/from-the-valut-medieval-building

Medieval_bldg_original

From the Gamr7 vault, here’s a little project we worked on back in March. The renders were featured on our Artilinki space, and here we’ll go into a little more detail about how we built the building with this post series.

The original model (above) was a medieval building with a basic ground floor and a more detailed upper level. 

Our goals:

 

  • Reproduce the ground floor with the arched doorway
  • Design a multi-level top with changing window positions and types
  • Randomize asset placement : sign, lamps, and roof deco
  • Blender render
  • Get it done in less than 3 days. 

First step: creating textures and 3 meshes for this building - lamps, sign, and pikes. All geometry was created with Sector Editor. We used assets we already had on hand for this project, so no creation time was involved. 

Creating the geometry itself took about 2 hours. Here's the first image: 

Medieval_bldg_0

The Shape rules came in handy for creating the arched doorway, while we used random extrusion to offset the stones from the doorway, making them look a little more authentic. Not bad for 2 hours' work.

 

 

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Tue, 26 Apr 2011 05:57:00 -0700 It's All About Context http://urban-pad.posterous.com/its-all-about-context http://urban-pad.posterous.com/its-all-about-context

The current Succubus release has a secret weapon that we’ve been working on for a while - context parameters. Context is a time-and template-saving feature in Ürban PAD 3.0. Access the context feature in Sector Editor by clicking anywhere in the gray area of the graph. When you do, you’ll see the Graph Context window, where you can set the parameters. 

So what is context, and why is it so important in Ürban PAD? Well, we talked about template linking earlier and why it’s interesting when you’re creating large or complex scenes. If you’re creating a scene with several kinds of windows, for example you can create several window types as separate sectors, then link them to a sector containing the body of your building.The graph is cleaner, and you can often improve your triangle count if you need everything nice and low-poly.

Before this new release, however, it wasn’t possible to adapt the linking sector template to the constraints of the new sector. You might need a building template with a fixed height of 20 units for one scene, while in another scene, you might want to use the same template as a linked template, but with a variable height anywhere between 18 and 36 units. There was no simple way to use one template in all cases.

The solution? You may remember the context feature that applied contextual change globally to a template or city in the Ürban PAD 2.x versions. We have generalized this feature for the Sector Editor so that context can be applied directly to templates.

When you bring up the Graph Context, you see a certain number of rules that are now subject to context. These include template features that are most often variable from project to project, like building height and texturing. Creating a context and making it overridable allows you to re-use the same template from project to project / scene to scene without having to create a copy for each project. While it's still in development and will be improved and expanded over the next few releases, here's a quick video of how it works in the current version: 

Using_Context_in_Ürban_PAD_3.0.wmv Watch on Posterous

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Tue, 12 Apr 2011 03:38:00 -0700 Ürban PAD to Unity 3D Workflow http://urban-pad.posterous.com/urban-pad-to-unity-3d-workflow http://urban-pad.posterous.com/urban-pad-to-unity-3d-workflow

As you may have seen if you've downloaded the new trial version, Ürban PAD now exports to Autodesk's .fbx format. We're excited about this for a few reasons, one of which is that it's now easy to work with your files in the Unity 3D engine, a favorite among Ürban PAD users. Importing your .fbx files to Unity is now easier with custom Ürban PAD scripts that make sure all your materials are properly assigned in Unity. The import workflow is documented in this video.

Having trouble viewing the video? Follow these steps to get your Ürban PAD models into Unity with no fuss:

1. In Ürban PAD, export your scene to .fbx format by clicking on the Export icon in the widget panel (top left). To select the Fbx folder as your destination folder for model export, just use the explorer button to choose the city_project/Fbx filepath as you're exporting.

2. Start Unity and create a new project.

3. Open the Resources folder of your Ürban PAD city project. Copy the contents of the Unity folder containing the Editor and Shaders subfolders.

4. Paste the Editor and Shaders subfolders in the Assets folder of your Unity project.

5. Open the folder of the Ürban PAD project that you used to store your model. Copy the .fbx model, model and texture folders, and the .xml file.

6. Paste the .fbx model, model and texture folders, and the .xml file in the Assets folder of the Unity project.

After you've completed these steps, you should see your assets in the Project tab of the Unity editor. Now you're ready to use Unity's powerful tools to polish your models and make them look nice and shiny (or dark and gloomy) for your game! Wasn't that easy? 

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Mon, 11 Apr 2011 03:44:00 -0700 Ürban PAD 3.0.4 Now Available http://urban-pad.posterous.com/urban-pad-304-now-available http://urban-pad.posterous.com/urban-pad-304-now-available

We're pleased to bring you the latest version in the Ürban PAD 3.0 lineup, Ürban PAD 3.0.4a: Skeleton Warrior.

What's New in Tech 

Ürban PAD 3.0.4 introduces several new features:

Context Features

* Add context to templates to customize them for flexible reuse with Sector Linking  

* Easily change template parameters easily to save time on content creation

Enhanced Export Options

* Ürban PAD now exports to Autodesk's .fbx format

* Use new grid packing feature to work more easily with sector and city object groups in your 3D software

The 3.0.4a version is now available for download and comes packaged with an updated version of the Simplicity sample city. 

Need help getting started? Find tips on the blog or beginning tutorial  videos on our YouTube channel.

Featured Video: UP to Unity Workflow

We've been fans of the Unity 3D engine for a while, and with this release, we've put the finishing touches on a basic workflow that takes you from Ürban PAD to Unity. Quickly create procedural buildings or cities in Ürban PAD and take advantage of Unity's powerful features to make them sharp and game-ready. This video shows you how to get from here to there.

Get Arty with UP 

We've had a gallery up for a while with our friends Artilinki, a social network dedicated to art-sharing. The Gamr7 gallery is a central hub for UP works-in-progress, as well as archives of cities past. Drop by and let us know what you think, or get your own Artilinki space and add us to your contacts!

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Thu, 10 Mar 2011 09:41:00 -0800 Trial Version Release News http://urban-pad.posterous.com/trial-version-release-news http://urban-pad.posterous.com/trial-version-release-news

Beginning with this trial version, we’ll automatically update trial version users every time a new release comes out. Included with the (short and sweet) mailing will be the latest UP news - features, bugfixes, a video or two, and other Urban PAD goodies.

Not on our list? Let’s fix that.

The goal is to operate on a biweekly schedule, so if you signed up for a trial between March 1 and March 16, you’ll be notified when the next new version is released (approximately two weeks after March 1).

New in Urban PAD (3.8.2011 release): improved Collada export

As you may have already noticed if you downloaded the new version, UP 3.0 includes improved Collada export. This feature now comes with center origin and grid packing options. Choosing a center origin allows you to keep the same center in your rendering software or game engine that you had in Urban PAD, while grid packing allows you to treat groups of multiple objects at once.

Here’s a video showing a quick export from Urban PAD and import into 3ds Max. If you’d like to follow along, you’ll need to download the openCollada plugin for your version of 3ds Max here.

3.0_to_3ds.wmv Watch on Posterous

What other workflows would you like to see featured in future videos? Tell us here.

 

 

 

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Thu, 03 Mar 2011 04:26:00 -0800 Gamr7 News -- March 2011 : New 3.0.3 Version ! http://urban-pad.posterous.com/gamr7-news-march-2011-new-303-version-0 http://urban-pad.posterous.com/gamr7-news-march-2011-new-303-version-0

Gamr7 News — March 2011 : New 3.0.3 Version !

Good things come to those who wait. Thank you for all the interest you have shown in the new Ürban PAD version over the past few months. We’re happy to tell you that it’s now available!

Get Ürban PAD 3.0

The much-anticipated Ürban PAD 3.0 introduces a bunch of user-friendly features and smoothes out the learning curve of the Ürban PAD 2.x versions. Some features that were developed in response to your requests:

New Interface

  • Create buildings and cities more easily and intuitively with the new node-based graph interface.
  • Learn Ürban PAD faster with new, friendly help panels.

Asset Management

  • Add assets with ease through integrated asset importers. Don’t need them anymore? Delete with a click.
  • Keep track of all your assets by tagging them for easier management and sharing.

Action Stack

  • Take a smooth, seamless ride from the interface to your project assets: click-and-open assets couldn’t be any easier.
  • Flow through Editors while linking your templates for easy composability and maximum visual diversity.
  • Gain object placement time with hardware mesh instancing.

Enhanced Geometry Possibilities

New Shape rule greatly expands the procedural geometry possibilities offered by Urban PAD — create custom shapes with customizable parameters and masks.

Substance Integration

Use smart texturing to enhance your city – Ürban PAD is now available with Allegorithmic’s Substances.

Updated Gamr7 Engine

For users of the Gamr7 Engine, the Gamr7Engine 2.3 featuring a Multi-threaded Debug configuration is now available. Link to the Gamr7Engine dynamic library in your projects either in Debug or In Release configuration

The 3.0 version comes with a brand new sample city project that’s ready for you to learn.

Need help getting started? Check out our beginner tutorials on the blog and on our YouTube channel.

We’ve Moved

As you may have noticed, the Gamr7 site has changed, along with the blog and the Forum. We think the site is even easier to navigate now, and you’ll notice feedback buttons on every page, allowing you to tell us what you think — so don’t hesitate!

Environment Art Contest

To kick off the release of the 3.0, Gamr7 will be hosting our first environment art challenge, slated to run mid-March through mid-April. Get a trial version of Ürban PAD 3.0 and get to work designing a themed environment for a chance to win prizes, cash, and a spot on the Gamr7 website. Final dates, host forum(s), and prizes will be announced in a separate mailing and on the site.

City Challenge Winner

Gert-Jan Brok of Fantazm correctly answered the August City Challenge by identifying Reykjavik and will be receiving the paperback copy of Invisible Cities. Congratulations, Gert-Jan!

We’ll be running another City Challenge with our next newsletter, so get your atlases ready. In the meantime, stay warm and enjoy the new release.

Talk to you soon, The Gamr7 Team

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Mon, 31 Jan 2011 03:50:29 -0800 Urban PAD 3.0 is here! http://urban-pad.posterous.com/urban-pad-30-is-here http://urban-pad.posterous.com/urban-pad-30-is-here

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Announcing Ürban PAD 3.0! This is the one you've been waiting for. Not only is it faster, easier, and smoother than its 2.x predecessors, it has a bunch of features that you’ve been asking for:

+ Node-based graph interfaces in Sector Editor and City Editor: quickly add, subtract, and link nodes to make your buildings and cities come to life with easy-to-use rules.

+ Fast Action Stack processing that knows exactly what to do with everything you click

+ Integrated asset importers to transfer your assets to your city project in a flash

+ Streamlined Rules catalog in Sector Editor featuring new rules, including shapes

+ Improved performances on City Editor load time

+ Substances integration

+ The brand-new Simplicity city project, featured in our latest tutorial set

To celebrate the release, the Gamr7 website has a new look. Tell us what you think!

We’ve been talking about this release for quite some time and it shipped a bit later than we expected. We decided to take the extra time to make the interface and workflows user-friendly, though, and really believe the extra time will make for a better experience for you.

So…on your marks, get set, download! See a bug? Report it in the Urban PAD community Forum or share it with us on Facebook or Twitter. Speaking of feedback, thanks to everyone who took part in our Gamagora workshops over the past week and told us what you thought about the new version. We’re already at work on some of your suggestions!

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Fri, 07 Jan 2011 06:01:00 -0800 Building from the Ground Up: Simplicity n° 2, part III http://urban-pad.posterous.com/building-from-the-ground-up-simplicity-n-2-pa-0 http://urban-pad.posterous.com/building-from-the-ground-up-simplicity-n-2-pa-0

Intermediate_Tutorial_3_-_Roof.wmv Watch on Posterous

Today we’re finishing off our generic building with a roof. This tutorial is fun, short, and to-the-point: we show you how to get two geometries for the price of one. We’ll explore those Filter rules a little further as we create a simple, streamlined top for our basic building.

0:18 – We start off by adding a simple texture to the roof surface. By this time, you’re already familiar with Random Texturing. We’ve included several roof textures in the Simplicity city project, so let’s add them as random textures in the Rule Node.

You probably also remember Global Random. There’s no need to click it here, as the texture doesn’t apply to multiple faces.

Voilà. We’ve just created our first roof. Easy, isn’t it?

1:11 – Now, we’re going to start creating our second roof using a Filter rule. These Filters can seem a little intimidating at first, but they’re easier to understand if you think about them as ways to procedurally select sides.

Here, we’re going to use a Filter/Maybe. This filter will select the face to which it is applied – in this case, the top face of the cube – a certain percentage of the time. We’ll set this percentage at 80, because Boris’s roof is nicer than a plain texture.

1:35 – Add a Ring rule to the filtered output slot on the Filter / Maybe node we’ve just created. This will apply the ring to the filtered face, and we can expect to this to happen in 80% of our building regenerations. We’ll make the ring length equal to 1 meter.

1:50 – Now, apply a PushZ to the Ring. This will push the ring up over the roof surface. (Can you see where this is going? Pretty neat, huh?)

We’ll give the PushZ a height of 1 meter, too.

2:15 – We’ve got our two roofs now, so it’s time to texture. Let’s attach the PushZ node we just created to the wall texture node. This makes the building texture uniform from ground floor to roof.

That was pretty simple and painless, wasn’t it? We now have a complete building with a uniform wall texture, windows that vary in size and appearance, and a roof. This building is an ideal candidate for a filler building in your Ürban PAD city. If you have one or two landmarks and want to use generic buildings to fill in the remaining space, you can make this one in under an hour.

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Thu, 06 Jan 2011 04:04:00 -0800 Building from the Ground Up: Simplicity n° 2, Part II http://urban-pad.posterous.com/building-from-the-ground-up-simplicity-n-2-pa http://urban-pad.posterous.com/building-from-the-ground-up-simplicity-n-2-pa

Intermediate_Tutorial_2_-_Windows.wmv Watch on Posterous

Last week we brought you the first installment in our Simplicity intermediate series. You saw how we used Split rules and Filters to make a doorway and a ground floor.

Today we’re continuing our building and making windows. We’ll show you how to use a powerful Split operation to apply windows to the entire building, then vary their appearance with creative texturing.

0:17 – If you followed along with Friday’s tutorial and saved your work, open the base we created.

0:27 – Add a Filler Split to the remaining layers.

What is a Filler Split, you ask? Well, it’s a powerful operation that we like to use to create repeating grids along a surface and fill the gridded spaces with meshes, parcels, or other objects. Can you imagine how much time and hassle this saves when you have multiple objects to place on a surface?

Once you’ve added the Filler Split, go to its Rule Node (left side of the screen) to adjust parameters. We’ve done some math here and figured out that we want grid objects that are 2 units away from each other on the X and Y axes. We’re going to click Accept Internal Clipping.

Next, choose a parcel (Parcel Major in the popup box of options) to fill the grid spaces. This may seem a little unintuitive, but you’re basically placing a default parcel in the gridded spaces. The advantage of doing this is that you can regulate the parcel’s width and height directly in the Rule Node field.

In keeping with the scale of our project, we’re going to make the height and width 1.5 (or 1.5 meters).

1:17 – We’re now going to create window sills by applying another Split to these spaces created by Filler Split (see how versatile these Split operations are?).

We apply the Split to the internal layer – the default parcels – and give them a random floating value between 0.25 and 0.50. We split along the Y axis, beginning at Start (from the bottom up). To keep things varied, we click Global Random to apply a random split length to all the Splits. This will make our window sills uniformly varied each time we regenerate the building.

2:08 – Our next step is using a PushZ to extrude the sills. We give them a value of 0.10 (or 10 centimeters) so that their length will be uniform.

2:51 – Here, we repeat the PushZ extrusion for the window surfaces, which are the remaining layers of the Split. This is a negative extrusion with a value of 0.20, since we want the windows to slightly recede into the façade.

Notice that we also click the option Reverse Side Normal in the PushZ Rule Node box. As indicated, this reverses the side normals, which will assure that the window textures will be in the right position when we add them.

3:40 – We start texturing by attaching the sill node (the Split output slot of the sill Split node created at 1:17) to a texturing node. We select a single color since we want the sills to be uniform.

3:53 – We attach the sides of the PushZ node created at 2:08 to the texture node we created for the door frame. Door and window frames will be the same color.

4:10 – Texture the default parcels of the windows made with Filler Split using the Random Texturing option. (The Simplicity city project comes with three different window textures.)

You may remember Global Random from last session, and how clicking it is important if you want a uniform, randomly selected texture to apply to all layers. This time, we’re not going to click Global Random. If Global Random is not selected, a random texture will be applied to each layer.

By adding textures of varying transparency to our windows, we create the impression of lighting within the building.

5:27 – Connect the layers of the wall created by the Filler Split to the wall texture node. This will make the ground floor and wall textures uniform.

5:45 – We’re finished! Click over to Expanded View to see how our building looks so far. You might even regenerate a few times to see the wall and window variations.

(Youtube video link here.)

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