Expansion of gaming into new formats and the coming wave of new hardware is driving the demand for a high volume of rich, dynamic urban content. While demand is rising exponentially, team sizes are increasing geometrically.
At this rate, content demand is catching up to and overtaking the design talent available to create high-quality content. Time and money are at stake in each project:
Both problems are costly in terms of time and money. With the acceleration of production cycles and the shortening of project deadlines, the occurrence of similar situations will only increase in the future.
Ürban PAD is a procedural solution to the content creation problem. It a fully integral software package composed of:
City creation in Ürban PAD occurs in two phases:
Dividing the workflow between two teams introduces parallelism into your workflow: all team members can move ahead on the project without waiting for others to catch up. You smooth out your pipeline while bringing your team’s operations into harmony.
You have access to your data at every step of the process - even after prototyping or production. You are never locked out of your data, and you can always import from and export to standard formats.
There are four basic steps to creating a city with Ürban PAD:
Import the Collada file to a 3D software or game engine. (Here, we used Maya with openCollada plugins.)
The principle behind Russian dolls is the same one behind the workings of Ürban PAD. That principle is composability.
Russian dolls are series of hollow wooden dolls, each smaller than the other, that fit into each other. Likewise, meshes, textures, and other resources are transformed into Ürban PAD data stored in .egg format. These transformed assets are then assembled into discrete files called templates using the Editors:
These templates, which consist of roads, crossroads, activity parcels, and sectors (city blocks) are then assembled during city creation in City Designer.
These templates are stored in Ürban PAD’s .gcf format and can be exported to Collada or XML.
The Ürban PAD Editors & City Designer page contains more information about templates and the Ürban PAD Editors used to create them.
The Ürban PAD data that results from these combinations of resources and policy application and stored as templates can be recombined to create larger templates.
Ürban PAD data can be composed in several ways.
At its most basic level, an Ürban PAD template can be composed from individual meshes and textures. Such is the example cited above in basic_house.gcf. Several different meshes have been combined to create an elementary parcel representing a single structure.
Creating a parcel link inserts one parcel template into another parcel template or into a sector template, as illustrated by the preceding example.
Parcel links can be constituted of simple meshes to which policies have been applied or to complete objects.
Creating a sector link inserts a sector into a parcel:
Creating a sector link is necessary when creating sectors you wish to program into City Designer as activities. See Composability and Activities for more information.
A rectangular filler policy can be applied to individual meshes or entire parcels. See the Creating Filled Spaces with Rectangular Filler Policy for more information.
Using a border line operator, you can create a boundary from a series of repeating meshes or parcels. In the parcel rich_house.gcf, available in the Ocean Isle City Project, a fence has been created around a house using the Border Line operation.
Using Vertical Line, it is possible to create stacked procedural structures.
Ürban PAD data is easily composable by using operations to integrate individual objects and templates into larger or more complex templates. You can reuse your data at any time in different compositions, which enhances your team’s creative flexibility and range while reducing creation time.