Greeble city blocks 2 download


















It's still really important to get the word out though. I've been hard at work on a really cool little side project which I'm getting close to finishing and if things go well it will hopefully get a lot of eyes on Greeble Kit. So we'll see how that goes Jingle-Fett , Jun 8, Joined: May 24, Posts: 2. Hello, I just downloaded the update, then imported it in a new project.

Are you missing a using directive or an assembly reference? This is because the new example scenes have image effects applied but these were not included as part of Greeble Kit since they might change between Unity updates. Alternatively you can just remove the effects from the cameras in the example scenes.

Last edited: Jun 26, Jingle-Fett , Jun 26, Ah ok, thanks for these informations. Jingle-Fett , Jul 16, SpaceRay , Jul 21, I want to put that I have no relation or friendship with the author of the awesome and amazing Greeble pack, but I want to put here I again that I really love it very much and want to thanks a million to Jingle Fett for making this asset with so much quality and very well done.

As already said before, this pack gives a really great potential to build lots of different things I wish you all the best and that you can make more great things to be published For me the price is surely worth it for all what you get, with high quality and creativity Thanks. SpaceRay , Nov 17, Joined: Apr 22, Posts: Hi there, Strange bug I am having with this kit.

The kit itself is fine and fantastic! I typically have to select via the heiarachy. Is this something anyone else has run into? Edit: Huh. Not related to Greeble obviously. Found out it was the water in my scene. I'll just have to add that later lol. Last edited: Mar 20, Joined: Dec 24, Posts: Glad you sorted it!

I've had similar behaviour when there is a canvas between the editor camera and the object I'm trying to select. Joined: Apr 30, Posts: I like the textures, but couldn't help but notice many, MANY repeating pattern in the texure that can be easily optimized with some simple UV adjustments.

I Hope this would be addressed in the next update. Jingle-Fett , Dec 1, SpaceRay likes this. I did not mean sharing textures within part but sharing them between parts, so if the parts with decals just use a texture instead, sharing texture between parts will also drastically improve perf. Greeble B1, B2 and B3 for example all share the same texture set.

Same goes for the trapdoor and girder pieces. The ones that don't share have their textures separated so they can be individually scaled up or down without affecting the others. Also remember that the medium and large greebles are prefabs built from the smaller ones, which means they DO share textures and materials.

Jingle-Fett , Dec 2, I guess I am not happy with the degree of which they share things. Well, if nothing can be done, so be it. Still an impressive package, looking forward for your updates. Last edited: Dec 6, Jingle-Fett , Dec 5, SpaceRay , twobob and hopeful like this. Thanks for the explannation. You got my name wrong though. Jingle-Fett , Dec 6, Minor update, two new example scenes have been added to Greeble Kit.

Jingle-Fett , Apr 11, Sorry that I can not find these 2 new scenes in the last update, where are they? SpaceRay , May 4, Last edited: May 5, Jingle-Fett , May 5, SpaceRay , May 5, Last edited: May 6, In this tutorial you will hopefully learn how to utilize Tom Hudson's popular Greeble plugin to support you in the process of creating a large-scale city model. If you haven't done so already, go download it now.

Greeble is a mesh modifier, so after installation you will find it in your modifier rollout. In three parts we will discuss the modelling, texturing, lighting and overall scene setup to create something like the Metropolis model I did a few years ago. The first step will be to create a plane with -say- 25 subdivisions in either axis.

Tip: Note that the model we are going to build here is just a small cut-out of a typical downtown area. You will need some more unique tiles of this kind to make up a credible megacity environment. So if you want to handle larger chunks of your cityscape at a time, you might want to go for a higher subdivision level right from the beginning.

The higher the amount of subdivisions, the more building blocks and streets you will get per plane. When preparing the mesh for blanking the street pattern, use EditMesh to select every 3rd or 4th row, at first only horizontal.

If you wish, you can also select two contigous rows at once to make up one wide avenue, as shown in the example. Unselected areas form the lots for our building blocks. Since streets usually aren't as broad as the blocks they enclose, we need to narrow them a little.

Do a non-uniform scale in y-direction down to approx. You can delete the selected faces afterwards, because we don't need them for our greeble work. The streets themselves will be mapped on a separate plane much later. After deleting those faces, too, we end up with something that already resembles a street map, but this strictly right-angled pattern is maybe yet a bit too rigid - even for an american city.

So just move some vertices and you're already getting much closer to a realistic street maze. Tip: Chamfering faces like shown in the screenshot will disable them for growing greeble structures on it. Greeble only accepts triangular and rectangular faces. So abstain from using too many "rounded" street corners. These submaterials do not need to be anywhere near photoreal.

In fact it is best to have just some well distinguishable colors to ease the viewport work. Assigning unique Material IDs during the modeling process is much easier and reliable than working with named selection sets which are a pain in the ass, if you want my opinion. When you are working in shaded mode ideally with "edged faces" turned on. Last not least it's also one of the key steps for easily assigning texture coordinates to sub-selection sets we'll discuss this in part 2 of the tutorial.

As you can see, all you then have to do is to select faces and assign your desired ID to them. In this case we assigned the "Base" material to the current face selection.

Other faces already received ID5, which represents the lawns on some empty places, where we are not going to plant greeble structures. Since greeble-generated buildings are covering the full area of each quad or triangle they are planted on, whe have to get some spaces between the ground faces first. It would just look unrealistic, if a building block would stand wall against wall and had no little alleyways and backyards in between.

To achieve this, add Greeble to a subselection, disable "widgets", set min. This way we receive an outline for every individual face. Now apply Greeble and as before only use "panels", no "widgets".

Depending on your scene scale, the values from this example might or might not work. Just tweak it until it looks reasonable. Here you can see quite well, how the outline operation from a few minutes ago has helped us to create sidewalks and little alleyways to the backyards that were intentionally left open. Since "select tops" was active in the preceeding greeble modifier, we can now easily alter all "roofs" of our buildings to use ID 4 which is the dedicated roof material.



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