Urban PAD to Unreal


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Inspired by Detroit, indie artist Hristo Petrov creates a decidedly Unreal level, solo, in three weeks. Using Ürban PAD's GIS data import and procedural buildings features, he recreates Detroit, with a twist, and imports the city in UDK.

Hristo replicated some of Detroit's distinctive urban features using Google Maps and Ürban PAD's procedural building editor. Watch the slideshow for a step-by-step account of how he did it.

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  • Thanks for sharing. Here at PreviewLabs, a company specialized in rapid game prototyping, we have tested Ürban PAD in combination with Unity3D. As we’ll probably try it out with Unreal as well, I’m sure this document will come in handy.

    More about our findings can be read here:

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Urban PAD to Unreal

  1. 1. Ürban pad to Unreal<br />One man, three weeks, and a level<br />
  2. 2. Step 1: Import GIS Data<br />Hristo started with GIS data from the city of Detroit, available at <br />www.michigan.gov<br />Tip: Click hereto see a how-to video on importing GIS data.<br />
  3. 3. Step 2: Create a city mockup<br />Identify Detroit features using Google Maps.<br />6 types of roads (1-6 lanes)<br />3 types of sectors, or city blocks<br /> Measure common road and sidewalk sizes to get accurate data.<br /> Create a default road and default sector withÜrban PADEditors.<br />
  4. 4. Step 3: Import SHP file into Ürban PAD<br /> Use fGISsoftware to clip and import a shapefile. <br /> Final size: 633roads<br /> Create a basic specification and simulation in City Designer. <br /> Creating a simulation allows you to test your city layout on the imported shapefile.<br />
  5. 5. Step 3: Import SHP file into Ürban PAD<br /> Using Google Maps as a reference, assign roads (1-6 lanes) to their real-life equivalents.<br /> Assign sector types to their real-life equivalents. <br />
  6. 6. Step 4: Create Basic Props<br /> Identify basic props: <br /> Lamppost<br /> Traffic light<br /> Tree<br /> Create props in 3ds Max.<br /> Export and convert props to Ürban PAD .eggformat with Mesh Converter.<br />
  7. 7. Step 5: Create Landmark Buildings<br /> Create landmark buildings using Sector Editor. <br />
  8. 8. Step 6: Test the City Layout<br />Place the landmark buildings.<br /> Test the city scale.<br /> Optimize props. <br /> Edit and refine in Ürban PAD.<br />Tip: Click here to watch a how-to video on creating a city.<br />
  9. 9. Step 7: Export the Final City <br />Export the final city as one or several files in Collada format.<br /> Merge the Collada files in 3ds Max to make an entire city.<br />Tip: Click hereto watch a how-to video on exporting a city. (Jump to Step 3: Export the City [5:13].) <br />
  10. 10. Step 8: Adjust the City<br />Makescaleadjustments in 3ds Max.<br />Tweakparcels and sectors in Ürban PAD.<br />
  11. 11. Step 9: Export Scene to Unreal<br />Export mapobjects from 3ds Max to Unreal.<br />Creatematerials for city objects in Unreal.<br />Addobjects and props to mapusingt3d importer for 3ds Max.<br />Adjustlighting and settings in Unreal.<br />Tip: Download the latest beta version of Unreal UDK. <br />
  12. 12. Step 10: Lights, Camera…Action<br />Click hereto watch the video! <br />
  13. 13. Try This Map<br />See the Use Case.<br />Download the full map. <br />Load the map in Unreal. <br />Take a walkaround! <br />