I am currently making an open world game, I just finished modeling and building my city with Maya…
Anyways, I was wondering if anyone can help me find some kind of software or anything like that can texture a large scale city 
Thank You In Advance!
Paul.
I don’t know anything about Maya, but I guess it has what it needs to do texturing, no?
It probably does, but it would be time consuming to texture building by building in Maya
Maybe there is an alternative program which can do it faster since the format of my city is an .FBX file… any ideas?
Thank you!
There isn’t anything that will do the texturing for you.
Have you done the UV layout for all your cities peices? If so, a few tilable or procedural textures would go a long way towards getting it done within Maya.
Other than that, I think that mudbox has a way of painting without using UVs, but I’m not sure how it works or even remember what it is called. I do know that it was not a really popular method and probably for good reason.
Alright I see, but since I did not do any UV layout for my buildings, is there a way I can create a UV layout within Maya or any other software?
If its not possible, is Mudbox the only alternative I have?
Thank you!
You can do it in Maya in the UV texture editor. And since it looks like you have reused a lot of peices, there is the ability to copy UVs from one object to another. I would give you a more detailed description, but I don’t have Maya on this computer.
Google ‘cg tuts plus’. I am pretty sure that they have at least one (probably multiple) tutorial on UV layout and texturing.
Alright! thank you very much for clearing things up for me 
One more thing, If I use texture within the Maya library would I still be able to sell my game? Because I don’t know if I would be violating any of their copyrights…
If this is the case, would I have to come up with my own textures, or is there some kind of texture pack I can buy for commercial use?
Thank you!
You should create all the buildings separately and then ‘build’ the city inside Unity.
So each building will have its own UVMap 
Yup, well since I exported it as an .FBX file, somehow it took my city and exported it in individual parts, for example in Unity I have the option to move or delete every single building or road, witch I imagine is a good thing… The only thing I don’t know how to do is to setup or create a UVmap for every piece in my city within Maya… any ideas? 
Thank You Guys Very Much For Your Help And Support!
Like I said, you should check out some video tutorials on UV layout. Just type it into google or youtube and you will find quite a few results. As I mentioned before as well, you should be able to copy the UV’s from any piece you create to any other similar piece.
It is a fairly involved process, so would be extremely painful to try to explain the entire process in this forum.
The reason that you would want to build your city within Unity is that you can use instancing. Which means you can use one piece over and over again and not increase the strain on memory. Even your roads should be broken down into tiles that you can repeat. It shouldn’t be that difficult, now that you already have your city built as a reference (city looks great by the way).
Again, a little bit of studying will save you a lot of time. Check out:
UnityCookie
cg.tutsplus
gamedev.tutsplus
Some other things to check out later would be:
Light mapping
shadow mapping
ambient occlusion mapping
Thank you! 
As you can see in the screenshot below, everything is broken down into individual pieces, so from there I should be able to texture my city with the UV mapping in Maya?
Here is the tutorial I found:
→ Browse courses by subject | Pluralsight
Thanks Again!
Instancing is not even close to being the same as importing multiple copies of the same item. When you do that, Unity recognizes each copy as a unique item with unique properties.
When you create an instance it just uses the properties of the original item, so doesn’t get bogged down with repeated data.
So just because your scene will open up within Unity does not mean that it is optimized.
Your UV mapping will have to be done in Maya and is included in your fbx export.
The tutorial you mentioned is fairly advanced and requires a membership. I don’t know why, at this point, you haven’t just googled “uv mapping tutorial maya”. Because I just did and there are about a bazillion results.
I understand what you mean and I’ve googled it and found many results. Just so you know I am a member on digital tutors and I just posted the link I thought was the most appropriate and helpful. I am currently working with a dedicated team, and I am ready to take on the “advanced” tutorial…
Thank you very much for your help I really appreciate it! 
Whoa! You are a member? They have a huge Unity learning stream. If I were you, I would start at the beginning, but definitely check out this:
UV Layout and Texturing
Edit: Oh yeah, they also have one on lighting and light mapping which is also very relevant.
Yupp! And yes, I am planning to watch every single course from A to Z to definitively know the program inside out 
My role in the team is focused on scenery&environment design, i’m still kind of brainstorming my whole game and making sure we don’t get too carried away ;p
The city your currently viewing was only a test, but I am going to restart for sure, and it will be probably a much larger city with a wide variety of buildings.
I am expecting at least 2-3 years until the game is fully up and running!
In the meanwhile we are learning through Digital Tutors every single software we need to develop our game 
My buddy and I were debating between 3D-coat and Z-brush to make our characters (probably going to go with Maya though since I already own it), just for the sake of argument witch one would you recommend?
Thank you!
I haven’t used 3d-coat tbh. But I love zbrush. Just be prepared for a few frustrating days of learning the UI. After that, it is really awesome. Digital Tutors also has a million tutorials on it, so keep that in mind
Yeah I guess Z-Brush is used by more professionals 
Thank you for your opinion and everything else!
Paul