ShareIt! to Save on Ürban 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! 

 

Boris' Buildings

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. 

 

 

 

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

From the Vault: 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.