Learn to Program & Model Procedural Cities in Unity/Blender
Learn to Program & Model Procedural Cities in Unity/Blender, available at $79.99, has an average rating of 4.6, with 118 lectures, based on 126 reviews, and has 3258 subscribers.
You will learn about Explain the nature of 3D space and producing a grid for displaying and snapping 3D models together. Identity several procedural algorithms that can be applied to generate virtual city maps. Apply fractal and dynamic methods to algorithmically generate buildings and cities. Create a bespoke procedurally generated city map complete with districts, population densities and vegetation. This course is ideal for individuals who are Intermediate programmers and 3d artists interested in exploring procedural generation. It is particularly useful for Intermediate programmers and 3d artists interested in exploring procedural generation.
Enroll now: Learn to Program & Model Procedural Cities in Unity/Blender
Summary
Title: Learn to Program & Model Procedural Cities in Unity/Blender
Price: $79.99
Average Rating: 4.6
Number of Lectures: 118
Number of Published Lectures: 115
Number of Curriculum Items: 118
Number of Published Curriculum Objects: 115
Original Price: $39.99
Quality Status: approved
Status: Live
What You Will Learn
- Explain the nature of 3D space and producing a grid for displaying and snapping 3D models together.
- Identity several procedural algorithms that can be applied to generate virtual city maps.
- Apply fractal and dynamic methods to algorithmically generate buildings and cities.
- Create a bespoke procedurally generated city map complete with districts, population densities and vegetation.
Who Should Attend
- Intermediate programmers and 3d artists interested in exploring procedural generation.
Target Audiences
- Intermediate programmers and 3d artists interested in exploring procedural generation.
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 modellers. 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) plays in procedural generation is keyfor 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 3.0and 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 willbegin bytaking 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:
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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!
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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.
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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:
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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!
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Mikey is an amazing teacher, I can’t praise this course highly enough. Worth every penny.
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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.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Welcome
Lecture 2: Join the H3D Student Community
Lecture 3: Contacting H3D
Lecture 4: FAQs
Chapter 2: Part A: Modelling The Basics
Lecture 1: Section Intro
Lecture 2: Getting Blender 3.0
Lecture 3: My Blender Configuration
Lecture 4: Placeholders
Lecture 5: Setting Your World Scale
Lecture 6: Planning Your Pieces
Lecture 7: Exporting Using a Script
Lecture 8: Exporting Manually
Lecture 9: Modelling Roads
Lecture 10: Modelling Roads Challenge
Lecture 11: Modelling Basic Static Buildings
Lecture 12: Modelling Buildings Time-Lapse
Lecture 13: Quick Tip – Origins
Lecture 14: Quick Tip – Normals
Lecture 15: Section Wrap Up
Chapter 3: Part A Designing Better Buildings
Lecture 1: Section Intro
Lecture 2: Wider Roads – Why Placeholders Are Important
Lecture 3: Smooth Shading & Mesh Data Normals
Lecture 4: Blocking Out Detail
Lecture 5: Extra Extruding Options
Lecture 6: Quick Tip – Custom Transformations
Lecture 7: Quick Tip – Using An Edge Bevel
Lecture 8: Have You Checked Your Organisation?
Lecture 9: Boolean Cuts
Lecture 10: Finish Off Your Detail Pass
Lecture 11: Section Wrap Up
Chapter 4: Part A: Modular Thinking
Lecture 1: Section Introduction
Lecture 2: Modular Thinking
Lecture 3: Origins Are Critical
Lecture 4: Making Pieces More Flexible
Lecture 5: Focusing on Faces
Lecture 6: Covering Up Joints
Lecture 7: Checking Scales
Lecture 8: Quick Tip – Undoing Scale
Lecture 9: Finishing Off The Detail
Lecture 10: Exporting And Testing
Lecture 11: Programmatic Construction – The Array Modifier
Lecture 12: Controlling The Array Modifier's Object Offset
Lecture 13: Constructing Our Basic Apartment Block
Lecture 14: Adding The Roof
Lecture 15: Introducing Drivers
Lecture 16: Linking It All Together With Drivers
Lecture 17: The Odd Bit At The Bottom
Lecture 18: Extra Decorations
Lecture 19: Preparing For Export
Lecture 20: Section Wrap Up
Chapter 5: Part A: Procedural Construction
Lecture 1: Section Introduction
Lecture 2: Getting Geometry Nodes Set Up
Lecture 3: Adding Primitives
Lecture 4: Transforming
Lecture 5: Control Using Values
Lecture 6: Quick Tip – Inputs
Lecture 7: Simple Math Controls
Lecture 8: Node Groups
Lecture 9: Quick Tip – Framing
Lecture 10: Quick Nodes Tips
Lecture 11: Practice Time – A Little Procedural Toy
Lecture 12: Appending Collections
Lecture 13: Instance On Points
Lecture 14: The Object Info Node
Lecture 15: Constructing a Basic Procedural Building
Lecture 16: Creating A Second Level Type
Lecture 17: The Collection Info Node
Lecture 18: S4-16 Creating A Roof
Lecture 19: Quick Tip Assigning Materials
Lecture 20: Exporting Models Made With Geometry Nodes
Lecture 21: Section Wrap Up
Chapter 6: Part B: Grid Based Layouts
Lecture 1: Generating a Grid
Lecture 2: Adding Straight Roads
Lecture 3: Dead Ends and Corners
Lecture 4: Crawling Out A City Plan
Lecture 5: Crawling Redesigned
Lecture 6: Crawling Around Corners
Lecture 7: Crawling Straight Ahead
Lecture 8: Removing Duplicate Roads
Lecture 9: Replacing Intersections with T-Junctions and Crossroads Part 1
Lecture 10: Replacing Intersections with T-Junctions and Crossroads Part 2
Lecture 11: Replacing Intersections with T-Junctions and Crossroads Part 3
Lecture 12: Replacing Intersections with T-Junctions and Crossroads Part 4
Chapter 7: Part B: Adding Houses
Lecture 1: Allowing for Road Collisions
Lecture 2: Placing Houses
Lecture 3: Placing Houses Only Near Roads
Lecture 4: Rotating Buildings to Face the Road
Lecture 5: Adding More Buildings and Artifacts
Lecture 6: Mapping the City
Lecture 7: Adding Grid Fillers
Lecture 8: Combining Meshes
Lecture 9: Improved Combining Meshes
Chapter 8: Part B: Districts and Zoning
Instructors
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Penny de Byl
International Award Winning Professor & Best Selling Author -
Penny Holistic3D
Academic, Author & Game Development Enthusiast -
Michael Bridges
Technology Teacher
Rating Distribution
- 1 stars: 1 votes
- 2 stars: 2 votes
- 3 stars: 5 votes
- 4 stars: 40 votes
- 5 stars: 78 votes
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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