Create a 3D urban green space scene

To create a realistic urban scene, you will first familiarize yourself with the project contents and explore the area using 3D navigation tools.

Download and explore the scene

First, you will download data to explore and edit 3D urban scenes.

  1. Download the Learn3DEditing.zip compressed folder.
  2. In the Microsoft File Explorer, browse to the C: drive and create a folder called LearnArcGIS.
  3. Locate the downloaded file on your computer and extract it to the LearnArcGIS folder you created.

    The extracted .zip file is a folder named Learn3DEditing.

  4. Open the Learn_3D_Editing folder and double-click the Learn_3D_Editing project package file.

    The project package opens in ArcGIS Pro to the Brookside Park Scene.

    Project opens to a scene of Brookside Park.

    Next, you will familiarizing yourself with the scene content and the 2D and 3D layers organized in the scene contents layer.

  5. Review the layers in the Contents pane.

    Contents pane and layers

    The scene package contains both 3D and 2D layers. Layers in the 3D Layers group represent z-aware data that can be extruded and is placed under this section by default as vector content. In the current scene, some of the 3D layers have not been extruded, so they appear as 2D building footprints. Layers in the 2D Layers group represent non-z-aware data. In this scene, this includes the Landscaped Areas, Paved Area, Street Pavement, Walkway, and Park layers which will remain in 2D and do not need to be extruded.

  6. At the bottom of the scene, on the Navigator tool, click the Show full control button.

    Show full control button on the Navigator tool

    The Navigator tool reveals 3D navigation functions.

  7. Navigate around the scene using the expanded Navigator tool.
    Tip:

    You can also navigate a 3D scene by using your mouse scroll wheel to zoom. Press C and drag the scene to pan. Press V and drag the scene to tilt.

    Another way you can navigate a scene is by using bookmarks.

  8. On the ribbon, click the Map tab. In the Navigate group, click Bookmarks and choose the Brookside Apartments bookmark.

    Brookside Apartments bookmark

    The map zooms to a viewpoint where you can see the building footprints for apartment buildings next to the park.

In the next section, you will explore several ways to extrude the apartment building footprints.

Extrude building footprints

There are several ways you can extrude a building to represent height. You can specify the height according to a field or attribute, or you can manually enter a height.

  1. In the Contents pane, click the Building Footprint Brookside layer to select it.

    Building Footprint Brookside selected in the Contents pane

  2. On the ribbon, click the Feature Layer tab, and in the Extrusion group, click Type and click Base Height.

    Base Height selected in the Extrusion Type menu

  3. In the Extrusion group, for Field, choose Building Height. For Unit, ensure it is set to Feet.

    Field set to Building Height

    The scene updates and the Building Footprint Brookside layer displays the buildings extruded to the value in the Building Height field.

    Apartment footprints extruded to Building Height field value

    Currently, all the buildings have a default height of 10 feet.

  4. In the Contents pane, right-click the Building Footprint Brookside layer and click Attribute Table.

    Attribute Table

    The attribute table appears.

  5. Locate the Building Height field and observe the value listed for each building.

    Building Height field in the attribute table

    All the buildings are set to a height of 10 feet.

  6. Close the table.

    Next, you will use another method to specify the height of buildings using the Expression Builder.

  7. On the ribbon, in the Extrusion group, click the Extrusion Expression button.

    Extrusion Expression button in the Extrusion group

    The Expression Builder window appears.

  8. In the Expression Builder window, in the Expression text box, delete the existing text and type 5. Click OK.

    Text in Expression box replaced with 5

    The Building Footprint Brookside layer updates to display all the buildings at 5 feet in height.

    Next, you will use procedural symbols to extrude and symbolize the Building Footprint Brookside layer, but first, you will remove the existing extrusion settings.

  9. On the ribbon, in the Extrusion group, click Type and click None.

    Extrusion Type set to None

Use procedural symbology

In this section, you will use procedural symbols to extrude and symbolize the apartment buildings.

  1. In the Contents pane, click the symbol for the Building Footprint Brookside layer.

    Symbol for the Building Footprint Brookside layer

    The Symbology pane appears.

  2. In the Symbology pane, click the Properties tab and click the Layers tab.

    Properties and Layer tabs

  3. Click Solid fill and choose Procedural fill.

    Polygon symbology set to Procedural fill

  4. Click Rule.

    Rule button

    The Select Rule Package window appears.

  5. Browse to the folder you extracted, Learn_3D_Editing, and double-click Int_City_2014.rpk.

    Int_City_2014 Rule package in extracted folder

    The Symbology pane updates with additional parameters for Int_City_2014.

  6. For Type, choose Apartment Building. For BuildingShape, choose L-Shaped.

    Type set to Apartment Building and BuildingShape set to L-Shaped

  7. For TotalHeight, click the Set Attribute Mapping button.

    Set Attribute Mapping button for TotalHeight

    The Set Attribute Mapping window appears.

  8. In the Set Attribute Mapping window, choose Building Height and click OK.

    Set Attribute Mapping window set to BLDGHEIGHT

    Note:

    In the Symbology pane, the Set Attribute Mapping button turns blue to indicate that a field is being used.

  9. In the Symbology pane, click Auto Apply.

    Auto apply button

    Note:

    By enabling Auto Apply, the changes will automatically show on the map. If Auto Apply is disabled (default) then you must click Apply every time you want to see a change.

    The Building Footprint Brookside layer updates to the procedural symbols derived from the rule package.

    Apartments symbolized based on procedural symbology rule package

  10. Explore the updated scene and observe how the rule package has applied different roof types and additional parameters to the building footprints.
    Note:

    Optionally, in the Symbology pane, update and modify parameters, such as Facade Texture, and observe how it changes the building symbology in the scene.

  11. On the Quick Access Toolbar, click Save to save the project. Click Yes when asked about ArcGIS Pro versions.

    Save on the Quick Access Toolbar

In this section, you explored different ways to extrude and symbolize 3D buildings. Next, you will fill out your urban scene further by adding realistic 3D trees to the park.

Add trees with preset configurations

Next, you will add trees to the urban green space scene that are symbolized using the Realistic Trees style.

  1. On the ribbon, click the Map tab. In the Navigate group, click Bookmarks and choose Brookside Apartments Overview.

    Brookside Apartments Overview bookmark

    The scene returns to a view of the entire park.

  2. In the Catalog pane, browse to the Learn_3D_Editing folder connection. Right-click TreesA.lyrx and choose Add To Current Map.

    The trees appear in the scene and their realistic symbology is displayed in the Contents pane.

    Realistic trees displayed

    This layer file was created for use in the tutorial using the 3D Vegetation - Realistic system style. Notice that the trees display using different heights. The layer was set up to base the height off an attribute for crown height.

    Note:

    To add a system style to the project, from the Insert menu, in the Styles section, click the Add drop-down menu and then choose the styles you want available in the project.

  3. In the Contents pane, right-click TreesA and choose Attribute Table. Locate the Crown height field.

    Crown height field

    This is the field being used to symbolize the TreesA layer.

  4. Close the table.
  5. In the Contents pane, right-click TreesA and choose Symbology.
  6. Click the Vary symbology by attribute button.

    Vary symbology by attribute button

  7. Expand Size and locate the Field property.

    Crown height field

    The values from the Crown height field are used to vary the size of the realistic tree symbols.

  8. Save the project.

You have created a 3D urban green space scene, complete with 3D buildings extruded and symbolized with procedural symbology and 3D realistic trees displaying at the correct height. Next, you will add a 3D structure to the community center building in the center of the park.


Add a 3D structure

Now that your 3D urban green space scene is set up, you can add more details to the 3D structure in the middle of the park. Before you can create a new 3D feature, you will need to configure the 3D editing environment in ArcGIS Pro.

Set constant elevation

A constant elevation plane is a level surface that can be used as a reference for the determination of the elevation of geographic features such as buildings and trees. In other words, it’s a baseline from which you can visually determine if a feature is elevated above or below the elevation of the constant plane. It is also useful in 3D editing, as it serves as a constant for defining the z-value of a feature.

  1. At the bottom of the scene, point to the Constraints button, and if necessary, click the toggle button to enable this function.

    Ensure Dynamic constraints are On is activated.

  2. On the Map tab, in the Navigate group, click Bookmarks and choose Community Center South View.

    The scene zooms to the south view of the community center building.

    View of the south side of the community center building

  3. Use the Navigator tool and explore the community center building and surrounding area.
  4. On the ribbon, click Bookmarks and click the Building Slab bookmark.

    The scene updates to a straight-down view of the community center building.

    Building Slab bookmark view of the community center building

    You will need to determine the elevation of the building slab to generate a constant elevation plane at the same height as the slab.

  5. On the ribbon, click the Edit tab, and in the Elevation group, click Mode.

    Mode button

    The Mode button highlights in blue, indicating the constant Z mode is activated.

  6. In the Elevation group, click the Get Z from View button. In the scene, click the Building Slab feature.

    With Get Z from View activated, click the Building Slab feature.

  7. In the Elevation group, the z-value for the location you clicked is displayed.

    Elevation value in the Elevation group

    The elevation derived from the slab polygon is around 1,300 feet. The elevation value will vary depending on where on the slab you clicked.

  8. In the Elevation group, set the units to m (meters) and click the slab.

    Units set to meters

    The elevation in meters updates to around 400 meters. For this tutorial, you will use a constant plane at 395 meters.

  9. In the Elevation group, update the value to 395 and press Enter.

    Specify exact z-value

    The scene updates and now displays a constant elevation plane at an elevation of 395 meters. The constant elevation plane displays in the scene as a transparent medium-gray overlay.

  10. Use the Navigation tools to zoom out and tilt the scene to get a better perspective of the extent of the area covered by the constant elevation plane.

    Zoomed out view of scene showing the constant elevation plane's extent

    This is essentially a level surface taken as reference for the determination of elevations of other geographic features such as buildings and trees.

    The constant plane extends north of the building slab, meaning that these areas are at 395 meters, or lower than 395 meters, and that areas south of the slab are higher than 395 meters, as they are not covered by the plane.

You have set a constant elevation value. Next, you will configure a 3D grid and enable snapping as guides when you create a new 3D structure.

Configure a 3D grid

Before editing and creating new 3D features, it is useful to generate a 3D grid that will serve as a reference and guide for the new or updated features. Next, you will set up a 3D grid.

  1. Click Bookmarks to return to the Building Slab bookmark.
  2. At the bottom of the scene, click the Grid button.

    Grid button at the bottom of the scene

    A 3D grid appears in the scene.

    Grid appears on the scene

  3. Point to the Grid button to view the properties pane and click the Set Origin button.

    Set Origin button in the Grid properties pane

    Set Origin is activated.

  4. With Set Origin activated, in the scene, point to and click the lower left corner of the Building Slab polygon feature.

    Setting origin point in lower left corner of feature

    This sets the origin point for the grid.

  5. Point to the Grid button and in the Grid properties pane, set the following parameters:
    • Set Elevation to 5 ft.
    • For Rotation, type 90.
    • Set Spacing to 395 m.

    Grid properties pane parameters

    The editing grid is now aligned to the Building Slab polygon feature.

    Grid aligned to the Building Slab feature

  6. Save the project.

Add a 3D step to the building

In the following steps, you will create and design a rectangular concrete step north of the slab to provide an additional step down to a lower grass area. Remember, you have set a constant elevation value of 395 meters. As a result, your new slab will be constructed at this elevation.

  1. If necessary, on the ribbon, on the Map tab, click Bookmarks and click the Building Slab bookmark.
  2. Click the Edit tab, and in the Features group, click Create.

    Create tool in the Features group

    The Create Features pane appears.

  3. In the Create Features pane, under Building Slab, click Building Slab.

    Building Slab in the Create Features pane

  4. Ensure the Polygon tool is activated.

    Polygon tool selected

  5. At the bottom of the scene, click the Snapping button to turn on snapping.

    Snapping is On chosen

  6. Point to the Snapping button and ensure Point snaps to the nearest point or LAS point feature is activated.

    Point snaps to the nearest point or LAS point feature button in the Snapping properties pane

    Next, you will start feature construction.

  7. On the scene, click a point to the lower left of the building slab.

    First point placed to the lower left of the building slab

  8. Move the pointer north along the grid, parallel to the existing slab, and click to place the northwest corner.

    Second point placed to the northwest of the building slab

  9. Move your pointer east along the grid, parallel to the existing slab, and click to place the third corner.

    Third point placed to the northeast of the building slab

  10. For the final corner, move your pointer toward the southeast corner, right-click, and choose Square and Finish to complete the polygon.

    Square and Finish chosen

    You should now have a new rectangular polygon feature that displays above the community center.

    Blue rectangle surrounding structure

    Next, you will use 3D editing tools to adjust the feature so it does not cover the community center.

  11. On the Edit tab, in the Tools group, click Move.

    Move tool

    Handles appear on the feature, which will allow you to adjust the placement of your 3D feature.

    Handles appear on the feature to adjust placement.

  12. Click the green z-handles and drag the feature downward so it does not overlap with the community center building and aligns below the original Building Slab feature.

    Feature dragged below original Building Slab feature

  13. On the Edit tab, in the Manage Edits group, click Save.

    Save on the Edits tab

  14. In the window that appears, click Yes to commit your edits to the geodatabase.
  15. On the Edit tab, in the Selection group, click Clear to deselect the feature.

    Clear

  16. On the Edit tab in the Elevation group, click the Mode button to disable the constant elevation mode.
  17. At the bottom of the scene, click the Grid button to turn off the grid.

    Your scene now includes an additional slab step toward the grassy area.

    Step added to the scene

  18. Save the project.
    Note:

    You can also repeat this entire section on feature creation, using dynamic constraints to enter the direction, offsets and distance, and so on for the polygon’s line segments. You can press Tab to move from each input box to the next one. This workflow is recommended for high-precision workflows in which accuracy and attention to detail are important.


Use multipatch texture editing

In this section, you will explore another urban scene, create a new multipatch feature, and add detailed textures to create a realistic 3D building.

Set up a packing house scene

To complete this section, you will activate the second scene in the project package, Packing House Scene.

  1. Click the Packing House Scene tab.

    Packing House Scene tab

    The scene opens with an imagery basemap and several 3D layers and zooms to a new retail development named the Packing House District.

    Scene zooms to Packing House District.

  2. On the ribbon, click the Map tab. In the Navigation group, click Bookmarks and choose Four.

    Bookmark Four

    The map zooms to a single building in the development.

    Bookmark Four extent

  3. At the bottom of the scene, click the Grid button to activate it.

    Grid button

  4. Point to the Grid button to display the Grid properties pane.
  5. In the Grid properties pane, click the Set the grid's origin interactively button.

    Set the grid's origin interactively button

  6. Point to and click the lower left corner of the building from the imagery basemap.

    Place lower left corner of building.

  7. Point to the Grid button, and in the Grid properties pane, set the following parameters:
    • Set Spacing to 8 ft.
    • For Rotation, type 360.
    • Set Elevation to 1,337 ft.

    Grid properties pane settings

    The editing grid is now aligned to the building as shown in the imagery basemap.

  8. If necessary, ensure both the Constraints and Snapping buttons are enabled.

    Constraints and Snapping buttons

The scene is now configured and ready to create a multipatch feature.

Create 3D multipatch feature

Next, you will use the Create tool to create a 3D multipatch feature in the packing house scene.

  1. On the ribbon, click the Edit tab. In the Features group, click Create.
  2. In the Create Features pane, click New_Building.

    New Building in the Create Features pane

  3. If necessary, click the Create 3D geometry tool.

    Create 3D geometry tool

  4. Point to the lower left corner and click the first vertex.

    First vertex placed at lower left of building

  5. Using the snapping guide, point to the lower right corner of the building and click to place the second vertex.

    Second vertex placed at lower right of building

  6. Using the snapping guide, point to the upper right corner of the building and click to place the third vertex.

    Third vertex placed in upper right corner

  7. Click to place the final vertex in the upper left corner.

    Final vertex placed in upper left corner

  8. Right-click the path and click Finish.

    Finish chosen

    A new 3D building feature is constructed.

    Newly created feature

  9. On the ribbon, click the Map tab, and in the Navigation group, click Bookmarks and click Third.

    The scene extent updates to show the new building feature relative to the other buildings in the Packing House District.

    3D view of the newly created building

  10. Return to the Bookmark Four view.
  11. On the ribbon, click Edit. In the Tools group, click Edit Vertices.

    Edit Vertices tool

    A green handle appears in the middle of the new building.

    Green handle in middle of new feature

  12. Point to and drag the green handle up until the height is around 20 feet.

    Modify building height

    Note:

    You can also type a value into the text box as you begin to drag the vertex.

  13. Save the edits.
  14. At the bottom of the scene, turn off the Grid and Snapping tools.
  15. On the Edit tab, in the Manage Edits group, click Save.
  16. In the Save Edits window that appears, click Yes to commit your edits to the geodatabase.

    3D white rectangle

  17. Save the project.

Edit texture for multipatch structure

  1. On the Edit tab, in the Selection group, click Select. Click the newly created 3D structure.

    Select new feature for texture editing.

  2. In the Features group, click Modify.
  3. In the Modify Features pane, under Reshape, click Multipatch Texture.

    Multipatch Texture in the Modify Features pane

  4. Click the Load Texture button.

    Load Texture button

    The Load Texture window appears.

  5. In the Load Texture window, browse to the Learn_3D_Editing folder, open the Textures folder, and double-click Roof.

    Roof.jpg in the Textures folder

    The image appears in the Modify Features pane.

    Texture appears in the Modify Features pane.

  6. On the scene, point to the roof of your building and click the roof to place the texture.

    Roof texture placed on the roof of the 3D feature

  7. In the Modify Features pane, click Rotate, and drag the preview to rotate the texture to the desired position as you view the scene.
    Tip:

    The three HVAC systems should be located toward the north of the building.

    Rotate texture so the image of the three HVAC systems points north.

    Tip:

    You can also use the three interactive mouse functions. Dragging with the left mouse button will pan, dragging the mouse wheel button will rotate, and dragging the right mouse button will zoom.

  8. Use what you have learned to place the remaining two textures to the building on your own.

    Textures added to the building

  9. In the Modify Features pane, click Apply.
    Note:

    You can also press F2 to save the changes.

  10. On the Edit tab, in the Manage Edits group, click Save. In the Save Edits window that appears, click Yes.
  11. In the Selection group, click Clear.
  12. In the Contents pane, check the Other_Buildings layer.

    Additional buildings in the Packing House District appear. The buildings were constructed using the same process that you just learned.

    Two 3D buildings

  13. Save your project.

In this tutorial, you created a realistic building using multipatch editing tools and textures. In the real world, you may encounter simple to complex building geometry and roof forms. The above workflow can be used for different building types and shapes, with little more than a building footprint, height information, and images for texturing.

You can find more tutorials in the tutorial gallery.