A real environment

Hi everyone. Now my problem is. If i want to make a terrain with buildings. You always can see that it's fake, because it looks fake. and i saw the bootcamp game and i have seen that the buildings are looking so real and this example has the best effects. this looks REALLL!!

How can i make something like that and what kind of program i need that i can import it in unity3. I'm using GOOGLE SKETCHUP and 3DS MAX. But it's not so real.

Someone please? Serious problem.

EDIT Someone else has some ideas how make a building looks real?

There is only one way to really answer this...

To make something that looks real it takes a lot of time (not only to do it but the experience beforehand to know how to create realistic models). The scene shown in the unity demo is not just a random model tossed on a terrain, but rather a true piece of art that someone likely spent many many hours on. In addition, a lot of the realism comes from the shaders and textures. To get a good "real" feeling you need will want to use bump/normal maps (in addition to reflections ect.).

Unity is really focused on getting new game developers to create Indie style games. This means they are generally simple and don't use advanced textures or game mechanics.

My suggestion would be start with a 2d puzzle style game and or side scroller.

If you are really set on doing the "real" 3d world then maybe check out some computer design programs offered in your area or start working with some online tutorials. If you are in fact determined, be ready to spend >1 year creating the project then. Remember that games like COD and other mainstream games are developed by multimillion dollar companies with 100+ employees working full-time for 3 years +. That's how they achieve large "real" looking worlds.

Sorry that there is no easy way for this.

In theory could could do that in Sketchup, but it exports such crap. Max can do that. What makes these demo buildings great are the textures and shaders used. BTW: Don't bother with Max shaders. Make the model as good as you can there. Keep your texture mapping very simple and basic in Max and add shaders in Unity, and don't forget light baking (in Unity)