This is the third Upgrade of the Street Builder V3, a collection of different street-shapes, plates, models, paths, street-signs, walls and fences to create quick and easy street-maps.
Usage: Simply click your streets in the way you want and fill it with street models, street-signs, paths, fences, and walls.
Download the Manual Overview from supporting items
Content: -152 ready made prefabs (models) -18 Street Shapes normal and damaged with cracks -1 Meadow Shape -14 Plate Fillers -15 Extra Street Models (Bin, Bussstop, Advertising- Column, Air-Condition, Small Post, Far Post, Container, Hydrant, Traffic-Light, Street-Light, Telephone-Booth, Cashpoint) -10 detailed Traffic-Signs and low version -8 Path versions -5 Wall pieces with 3 different textures -3 Fences and a fence-post -97 Textures (Color, Specular, AO etc) -Textures in *.png or *.tif file format -Texture size from 512 up to 4096
Whats new in this Upgrade
New Street Pieces: -Street_Busstop (extra Street_Busstop_Color, AO from Street_normal) -Street_T_Oneway (uses Street T-Texture) -Street_Oneway (uses Street_normal Texture) -Street_T_Small (extra Texture for Color and Cracks) -Street_Corner_Small (extra Texture for Colors and Cracks) -Street_Small_end (uses Street_Corner_Small Texture and Cracks) -Street_End -Street_Crossing_Small
New Street Signs: -10 detailed street-signs -low street signs textures improved
New Models: -newspaper-dispenser -cashpoint -post_end -park-bank
You get the file formats Cinema 4D 18 (compatible 13-18), FBX 2014 and Unity package.
For Unity, everything is pre-configured and ready made for use in the game engine. Therefore a special manual is in the package.
Cinema 4D Users get a zip-file with two folders and subfolders. Easy to understand. A folder for the street-shapes and a folder for miscellaneous models like bus stop etc., the street-signs, paths, etc.... Many models have a description, when you open it, with information about the material etc. FBX users get the same folder structure as Cinema 4D users.
Many models use the PBR Workflow and some the old specular workflow. For example: The newspaper-dispenser uses a color-map, bump-map, AO and a SpecularRGBA. The SpecularRGBA is a special texture with color information (RGB) and an alpha channel (A). The RGB information is to determine metalness, you also can call it Metalness_Map or Reflection_Map. In this case, it is called SpecularRGBA. The alpha channel determines the roughness of the material. If you need separate maps you have to extract the alpha in e.g. Photoshop. Cinema 4D and Unity can handle this.
If you dont need the PBR Workflow and only want to work with a specular map, then you can take the alpha channel of the SpecularRGBA, extract and invert it, so you get a specular map. To keep the file size small, there are only the maps for PBR workflow, no extra Specular_Map.
Unity package comes with a different SpecularRGBA with smoothness in the alpha instead of roughness.