• Announcements

    • Dirktator

      An appeal for your support: Help us keep the STEX up and running   11/06/2015

      Hi Community, this is a public appeal for help to keep the STEX up and running! We currently need your help to offset some of our operational costs and upgrades! As you know, we've always relied on community donations to help keep the website running. And while all our admins and moderators volunteer their time to managing the site and community, we do have modest expenses that we need to cover each month which includes our server hosting fees, software and support licenses, etc. So lately, we've experienced a slump with donations and we're beginning to feel the pinch! We would really appreciate your support by way of a donation of any amount in order to keep the site up and running. Of course, as always, we'll send you a gift with a minimum donation as a Thank You. If you have any questions please don't hesitate to PM me!  Sincerely; Dirktator & The Admins PS. Thank you to those who have stepped up and donated the last couple weeks -- we really appreciate it!
    • Dirktator

      Updates in progress... Please stand by...   01/22/2016

      We're still in the middle of updating things, please bear with us! Some things may appear strange or not quite working right - we're working on it!
Sign in to follow this  
Followers 0

Reddonquixote's Q1 Project

305 posts in this topic



I've had many requests to make Q1, so I've decided to take up the challenge.


The reason for a new thread is, well 2 reasons...

1) My other BAT thread is for Melbourne BATs, Q1 is located in Surfers Paradise on the Gold Coast in Queensland ;)

2) Mainly I want to try something suggested by SkyscraperTowerBuilding:


Normally BAT threads are where BATers make stuff, then post the results. What I want to do in this BAT thread is show you the behind-the-scenes-making-of Q1. But I don't just want to show case my amateurish, clumsy, inefficient modelling techniques, I'd like very much if other BATers can follow along and where they have suggestions on how to do something better, or differently, it would be great if you could chip in, I think it could be a great opportunity to learn off each other and do something a bit more interactive and informative.


On with it...


I always start my BATs with a Prototype. A prototype is just a very basic version of the model. What this allows me to do is plan out what the BAT will look like in-game, mainly with respect to lot sizes. The Q1 prototype is a little bit more advanced than I would normally make, here's what we're making:




i hope you enjoy following along...

15 people like this

Share this post

Link to post
Share on other sites

Thank you for taking this challenge and my request pm is comming to something else I want to tell you about ;)!


Btw, this is what I had when I cancelled the project!



5 people like this

Share this post

Link to post
Share on other sites

"Prototype", eh? Some would start texturing at this stage.  :D

3 people like this

Share this post

Link to post
Share on other sites

I look forward to the project, this is the only BAT project that I have actually been too! :D

1 person likes this

Share this post

Link to post
Share on other sites

Hehehe :D it looks already fantastic :)

Good job my friend and keep it up ;)

1 person likes this

Share this post

Link to post
Share on other sites

I look forward to the project, this is the only BAT project that I have actually been to! :D

On the contrary, this is about the only BAT project I HAVEN'T been to. ;)

1 person likes this

Share this post

Link to post
Share on other sites

Btw, this is what I had when I cancelled the project!

That was looking really good, why did you stop?


I look forward to the project, this is the only BAT project that I have actually been too! :D

That means you have photos to share?? :party:;)

Share this post

Link to post
Share on other sites

Having stayed at Q1 twice, I really look forward to this being completed!

1 person likes this

Share this post

Link to post
Share on other sites

I agree with T Wrecks :lol:. That's one heck of a prototype. Glad to see you're attempting this building :D


I really like the interactive aspect of this that you've got going on. And for the record, for noobs like myself, your "amateurish, clumsy, inefficient modelling techniques" may actually be quite helpful, so don't hesitate to post them ;)

1 person likes this

Share this post

Link to post
Share on other sites

That's a great challenge Reddonquixote - you're already a master batter so I'll wait for another of your masterpieces..   :thumb:

1 person likes this

Share this post

Link to post
Share on other sites

This is gonna be great! :)

1 person likes this

Share this post

Link to post
Share on other sites

It looks very cool, can't wait to follow the progress of that building !

1 person likes this

Share this post

Link to post
Share on other sites

Woah a whole new project and new thread!!! Great stuff. Really looking forward to the base of the building, while I love the tower, the base is fantastic :D 


Good luck with the project and I will definitely be keeping track of this thread! 

1 person likes this

Share this post

Link to post
Share on other sites

Thanks for the support everyone. Here's the next update.




Sounds obvious, but to make a good BAT you need to do good research. Particularly when you're not familiar with the building and/or the building is quite complex. Both is the case for me for Q1.


I always start with a map. Google maps is good because it also has a building footprint on it which is very useful, and of course in Google Earth you can use the measuring tool to get the lot's dimensions.



And the same thing again, in aerial view:



Here's where I spot the first complexity. The lot is not square. It's pretty close though so it shouldn't be too much of a problem down the track. I will need to make a decision at some point how much of the complex I'm going to include in the BAT.


Using Google Earth measuring tool, I find the lot is about 96mX190m. (the North and South boundaries are different lengths, 190m is the longest side). Divided by 16, the game lot should therefore be 6 tiles by 12 tiles.


Next I measured around the building footprint just to get some idea about the buildings dimensions. This is pretty rough though. On a normal square building you can do this much more easily in Google Earth using the measuring tool again. This I composited in photoshop:




Not being familiar with the building's shape, I have difficulty trying to picture how the footprint translates into the skyscraper. In Bing maps, I find a building footprint which is much more stylised and extremely useful. I can overlay the stylised image over the top of the aerial photograph and I can see how the building fits with its footprint.






While I'm in Bing, I view the building from all four sides. Obviously extremely useful given SC4 is also viewed on 4 sides, and the viewing angle isn't dissimilar either. About 80% of my reference points are done from Bing. Here's Q1 composited from Bing images:


(I've shrunk this right down, the actual image is over 3500 pixels wide and 6MB)




Now if they could just knock down those other buildings so I can get an unobstructed view :P .. its pretty good though!


Next I go into Google Street view and do a few laps around the block, scouting for details that eluded me from the air. This is important, the way things look from the air can be vastly different from the ground. Neither is always right. You need to check details from different angles, different times of the day to get clarity. Here's some views from the street:



Probably one of the best references if you're lucky enough to find them are achitectural drawings.






That's it, I think I'm ready to start making a prototype :thumb:

9 people like this

Share this post

Link to post
Share on other sites

This is exciting! Great to see how you research a building, might inspire more people to do the same and create more buildings! :P

Once you release the Q1, you could make this thread for all your projects outside of Melbourne if you're planning to do any. 


Can't wait for this release Red! :D

1 person likes this

Share this post

Link to post
Share on other sites



I'm going to base my prototype on the stylised footprint image. Because the building is diagionally placed, its going to be hard to model like that, so I'm going to reorient the image so its upright. Fyi, I use 3DS Max 2010.



Then I'm going to import the image into the 'top' viewport. You do this by pressing Alt-B, locating the image in Files, then setting to 'Match Bitmap' and 'Lock Zoom/Pan'




Once I have the image displaying in the top viewport, I trace the outline using the line tool under Splines




It should look something like this:




I then convert the splines to editable Poly polygons. That's for each of the splines selected, in the modify panel rightclick>editable poly




Just jumping ahead a couple of steps, I can see from my references those triangular buildings are two-story. I select the polgons and extrude them, 12m x2. 12m is obviously very high, but this is just a prototype, and the footprint image is actually massively overscaled. 12m floor looks visually about right proportionate to the building footprint. It doesn't really matter though at this stage.






Now, doing a bit of scouting around Google Street view I see there is another structure along side the building that wasn't included in the footprint image. I use basic geometry, scale, and rotation to place these into approximate position, cross-referencing against the aerial photographs.




Again, moving around to the other side of the building, I see that the gaps between the buildings are arcade entrances. One of the gaps is too narrow, so I need to reposition the pieces slightly. I then add on some of the upper pieces.




Now here's where making a prototype comes in handy. I use this process to work out complex shapes like the concentric rings, their positioning and the manner in which they wrap around the building. Its true I can work this out on the real model, but this allows me to rough them in and see in advance the types of challenges I'm likely to face when I model them properly. For these, I used a circle spline, which I enabled rendering. I could have probably just have easily used a tube.. but I didn't.




I then used soft selection to mould them into a tear-drop shape. I converted to an editable poly again and deleted the sections of the circle I didn't want. I end up with something that looks suspiciously like the milennium falcon :P




Here you can see there are 4 rings. I will soon discover, and add on, a 5th ring which I had missed. Again, this is why I find the prototype so useful. These are mistakes I don't mind making when I'm throwing rough shapes together. Oh, one other thing, I didn't recreate these rings everytime, I just copied and rescaled the first one I made.


For the next bit, I add on some of the driveway pieces. Here I realise this is actually a really good building to do this project with, there's a bit of everything - Glass, pool water, foilage, complex shapes.. and here we have a sunken driveway :)




Nothing very interesting here, this is just starting the base of the tower. I took a copy of the tower footprint, raised one to 24m, and the ground level one I extruded 24m, and scaled the top polygon outwards so it has a tapered shape.




For anyone who likes skyscrapers, this is the best bit, making the tower. I know from the references there are two layers per floor, a glass layer and a floor/ceiling layer, and I also know the glass layer is taller than the floor ceiling layer. I probably didn't get these proportions right in respect to one another, but that's not too important for the prototype. To help with my sanity, I made the glass layer light blue and the floor layer dark blue. That way when I get to the top I don't get confused whether its a floor or a window, and miss one. I make the floor 8m and the glass layer 12m. There are 57 floors before the first set of balconies. I replicate the 2 layers using the Array tool.





I find the preview button really useful to see what the result is, to make sure you have the right numbers in all the right boxes. For example, the x-y-z parameters can change depending on which viewport is active. You might think you're going up but you go sideways instead!




Now, we're nearly there only a couple more steps to go, but here's where it all starts to get hard, and go wrong. Now that I've worked it out (and i'm not convinced I have in fact) its seems relatively straight forward. The balconies gradually recede across 3 floors until the outer wing disappears. The outline is traced with glass and steel structures forming an elegant sweeping shape up the side of the building... but this took ages to work out. Again, this is what the prototype is for, to iron these complexities out now.




To make that little railing piece, I just used the line tool with rendering enable again, this time set to radial. Not sure if its really radial, but for this purpose is fine. I use the 'snaps toggle' set to vertices, and trace a line along each one of those corners. I then go into the side view and even them up a bit so they have a smoother gradient. This is going to need more mathematical precision in the real model.


Now I go up six more floors, and I get more balconies in a similar, but not same, style. These ones go across 4 floors, the lower balconies are rather larger, and I note there are parts of the steel structure sweeping backwards that at first glance look like they are oddly shaped apartment roofs. To add to the complexity, at the rear of the building, a small narrow overhanging facade has suddenly been added into the shape. When I make the real model, I will do this all very differently, but its good to know what I need to plan for.




Now this is the last one. Not sure there's much more to say. Once the floors extend past this point, the glass is two-story high. That's worthy to note. Modelling wise I just extend up the rest of the required floors, indenting where required. For the roof I just took a floor and scaled it on x-y axes so its smaller. Oh, the big antenna is just a cylinder that has been bevelled and extruded a few times. Then the sweeping rails were created just using the method described above, except I went right round the top of the building this time.


I also realised at this point, those two tall columns that go all the way up the rear of the building - I modelled them with the building foortprint, but its easier, and more accurate, to attach these on last.




There you have it, the Q1 prototype. Last couple of things I need to do before export - I rescale the building to its proper size and heights, re-rotate it back to its original orientation, and scale everything up 133% as per standard BATing conventions.




I got some really good learnings out of making the prototype that should help me when I make the real thing... coming up next...


Hope you like this update :)

7 people like this

Share this post

Link to post
Share on other sites

Uhhhhh I'm gonna learn a lot of things about modelling in this thread...... :D

1 person likes this

Share this post

Link to post
Share on other sites

Awesome! Can't wait!

1 person likes this

Share this post

Link to post
Share on other sites

Not only modeling, it also teaches a lot about the importance of observation, planning, and testing. Splendid thread so far! This will probably end up on the Omnibus. :)

4 people like this

Share this post

Link to post
Share on other sites

Great Thread! :thumb:


It's very interesting to see the different ways people use to reach their goals. And I agree with TWrecks, this will become an essential thread for everyone. :golly:

1 person likes this

Share this post

Link to post
Share on other sites

would that I had a copy of 3dsmax to follow along with ya... its very interesting so far :yes:

1 person likes this

Share this post

Link to post
Share on other sites

Please make more future buildings!

1 person likes this

Share this post

Link to post
Share on other sites

Wonderful.  Extremely glad that you are sharing this information. Hopefully it encourages other to start batting...There are some many desirable buildings out there and other that need an update...


Glad to here that this may stay as an essential guide on the Omnibus.


Is there a way to get a legit (not pirated) free version of 3dsmax?

1 person likes this

Share this post

Link to post
Share on other sites

I've favorited this page. I've found, there are modelling techniques in here that are extremely helpful, which I was completely unaware of (such as the array tool for example!). I want to thank you for taking the time to make an easy-to follow and remarkably useful tutorial. :thumb: It'd be great if you could keep this going ^_^ (And by the way, I may even attempt to make another version of this tower along with you lol)



Is there a way to get a legit (not pirated) free version of 3dsmax?



You want to go to here: http://students.autodesk.com/?nd=download_center

It's a free student trial for three years I believe. That's the one I'm using either way.

3 people like this

Share this post

Link to post
Share on other sites

I've favorited this page. I've found, there are modelling techniques in here that are extremely helpful, which I was completely unaware of (such as the array tool for example!). I want to thank you for taking the time to make an easy-to follow and remarkably useful tutorial. :thumb: It'd be great if you could keep this going ^_^ (And by the way, I may even attempt to make another version of this tower along with you lol)



Is there a way to get a legit (not pirated) free version of 3dsmax?



You want to go to here: http://students.autodesk.com/?nd=download_center

It's a free student trial for three years I believe. That's the one I'm using either way.

Thanks Ace.  I will try to see if I can download..  I am not a student so I don't know if I qualify... :( 

1 person likes this

Share this post

Link to post
Share on other sites

Looks amazing already!, of course after this he will have to keep going and do other buildings from places other than melbourne  :) .

1 person likes this

Share this post

Link to post
Share on other sites

I'm glad people are finding this useful already. Here's a small update. I did have more but I had a bit of a mishap and had to start again. :(


Basic Tower Floors


Here's how I made the first 57 floors. Its not dissimilar to how I made the prototype, but the hard part is getting all the windows in the right spots. The hardest part of that was counting the windows correctly. (Hence the first mishap I had). I think I've got it right this time.


  • This time I used the architectural drawing as my base reference in the top viewport. Its more accurate, plus it has more of the complex in it. I also composited the 2nd architectural drawing over the top of it in photoshop because it had a bit more clearer detail in it.
  • As before, I have traced the outline of the tower using the line tool. I haven't converted to editable poly yet though, we need to do another step first.
  • When tracing the shape I used minimal vertex points as possible. Each straight segment is one vertex at each end, the curved segments have one extra bezier vertex somewhere alongs its edge, usually around the mid point.
  • You will also notice, I only traced half the footprint this time. The building is symetrical, and also quite complex. If I only make one side of the building, I only have to do the hard bits once, and I can make and join a mirror image once its more complete.




Now, before I convert to an editable poly I need to insert vertices into where the windows will go. If i don't do this, 3DS Max will make its own determination where the vertices need to go, and I can pretty much guarantee it won't be where I need them!


As mentioned above, working out how many windows I need for each segment is quite difficult without really good references. Unfortunately if you don't have good references, sometimes you have to make stuff up. Luckily I managed to find these:








From these, I learn that at the rear of the building, there are 8 windows, a divider, 7 windows, then 8 again. I need (8+1+3.5) = 12.5 windows.

  • At the front of the building, there are 4 windows, that's easy :)

Down the side was the hardest...

  • There are three sections down the side, the most forward section is 15 windows.
  • The middle section is 16 windows, but one of them is a half-window.
  • The rear-most section I can't tell. From the Bing aerial images, I work out there are 16 full windows, and two half-windows at either end.

The middle image above was a good find. I can see from this image the half-windows are actually hollow bits of the structure that stick out from the main facade. I could see these in Bing but they were very blurred and I couldn't make them out properly, and I wasn't sure what I was looking at.


Now that I know how many windows I need, I need to add the right number of vertices in. Basically, its one vertex on each side of each window pane. To work out the right placement, what I do is make a plane. I place it in the most perpendicular angle I can find to the curve, the size is fitted to the exact length of the curve. I then make as many length segments as I need windows.


Here's some examples of what I mean:





Then, where each curved line intersects with the lines on the plane, I Insert a vertex.

As I'm doing this I trace the contour of the building.

  • To insert vertices, you must have the line selected first
  • Press the 'Insert' button and select the section of the line you want to insert the vertex in. Click once to grab the line and move it into place, click a second time to insert the vertex, and the third click to release.

It can be a bit tricky at first, you just need to practice a bit.




As you get to the bezier vertices, you will want to delete them. I start inserting the vertices from both ends, then when I meet in the middle, I delete the bezier vertex then. If you delete it before you have your other vertices in place you will lose the curve you made and will need to try and retrace it manually. To delete the bezier vertex, simply select it and press delete.


You should end up with something like this - the yellow dots are the vertices inserted:




You can delete the planes when you're finished.


Now you can go ahead and convert to an editable poly, select and extrude the ploygon (I extruded by 10m.) It should look like this:




If you count around all the windows, they should be the right number now :thumb:


Oh, the windows at the front we can do differently, and more easily. Simply select the top and bottom edges, and use the connect tool to split the window into 2.




Now we want to make some window frames. Depending on the building you can do this many ways. Based on the closeup images I posted above, I have chosen this method:


Strart by tracing the outline of the building (except not down the centre line). We need to use snaps toggle for this. You should check your settings first, click Tools>'Grid and Snap'>'Grid and Snap Settings'. On the Snaps tab, make sure vertices is ticked. Close the dialog and click the snaps toggle button.






Now, using the line tool, trace along the top of the windows, stopping at each vertex. The snap tool will, well, snap you onto each one as you get close to it. Just click and keep going. If you miss any, you can use the insert method we used above, but also with snaps toggle on, it will snap them right into place.






You can see also the line has volume to it. If you remember I showed how to do this in the prototype section. These are set to 0.2m.


Now, with snaps toggle still on, select the line, press shift and drag it down to the bottom of the window. A duplicate line will snap into place:




Now we want to make the vertical pieces. Start by hiding the liness we just created. Using the same method, trace lines down from the top of the window to the bottom of the window. After you have made the first one, stop.


Before we make the next one want to deselect 'Start new shape'. This will treat each new line as a single object even though they aren't touching. Its much easier and neater this way.




Now continue to make the rest of the vertical frames:




Now if you rightclick>unhide all, you will see all the frames we've made.




Now its time to make the floor/ceiling layer. Select just the window piece, not the frames, and using the array tool, copy one piece, upwards, 10m. as we know, the floor/ceiling piece is not as tall as the window, I estimate its about 1/2. So we need to shorten our newly created layer by 1/2.




Simply select the top row of vertices, and using the move tool with numeric inputs, set their z-height to 15m.




Now we can grab one of our horizontal frames from the window below and copy it up using the same method as before with the snaps toggle on.




Now before we make any more floors, we just need to select and hide the bottom and vertical frames. We don't want to duplicate these.




Now we select all the remaining objects, and using the array tool, we make 57 copies!




Now we unhide the frames we hid before, and using the same method as we did to lower the ceiling height, we raise the tops of the vertical frames up to the top of the top window. We can use snaps toggle again to snap them perfectly into place.




And, well that's it for now. We have the first 57 floors! We can have a sneak peak of the final product by grouping and adding a symetry modifier. Save first. Very important!!




Hope you enjoyed this update. Please let me know if there's anything you would like covered in more detail (or if you think its too much detail!)


Until next time :)

12 people like this

Share this post

Link to post
Share on other sites

Here another interesting tuto, Reddon, Thanks a lot for your work on this ;) . It's good to see how to model an building like this one. Cylinder buildings and ovals always make me afraid, and here you've explain how create windows and frames ! Thanks one more time :yes: !


I've just one question, where can we found map or plan of buildings for the background ?

1 person likes this

Share this post

Link to post
Share on other sites

Hi Darknono - architectural plans are a rarity to be honest. To find them is just luck of the draw. I found these on google images, but I have in the past found them on dedicated architectural sites, like Emporis, or on websites marketing the building's development or realestate. It was just lucky for this project these one were available relatively easily.

Share this post

Link to post
Share on other sites

Lower Terraces


This is a bit more of an exciting update. This time we're making the first of the winged terraces.


Picking up where we left off, we need to select the top most glass layer (light blue) and using the array tool, create a copy at the next story. (Dark Blue)




To make it easier to work with, select and hide everything else but the new floor.


Hollow the new floor out by selecting the top (and if necessary, bottom) polygons, and deleting them.




I select the row of vertices at the rear of the building, and using the move tool, I slide them along the Y-axis to position them where the thick dark line on the architectural base drawing shows.




But you can see the wing is now too thick. This isn't very precise, you will need to use your eye to line this up. or at least, that's how I did it. Basically, I used the scale tool, and scaled out along the X-axis. Then you need to reposition the whole row so that the centre line remains vertical.




You may find you have overscaled or underscaled, keep adjusting it and repositioning it until it all looks aligned again. What you're looking for is the centre line to be vertically straight, while the wing is evenly wide all the way along.




Now we just want to ensure the centre line is perfectly aligned. I believe there are tools that do this, but I find this is just as easy - Select the central vertex that's at the front of the building and copy its x-coordinates from the number input field. Select the one at the rear and paste the x-coordinates. It takes longer to explain it than to do it!






I haven't decided if this next bit is necessary yet or not.. after doing it I kind had to undo it again. I haven't got as far as working out if its going to save me some grief later, or was a complete waste of time :P


What I did here is after aligning the x-axis, I positioned the vertex along the Y-axis so its sitting on the line of the drawing. What we noticed when we dragged these down is they are curved, while the drawing shows a straight line. We're going to line them up so they are straight.




We use the same method as when we aligned the centre vertex on the X-axis coordinates, but this time we position them evenly along the Y-Axis coordinates.




While I was thinking of it, I just inserted a couple of extra panels into the back of the wing using the connect tool.




Now back to the bit we straightened up, we select and extrude the first four windows, all the way to the original back of the building again.. But, now it doesn't line up anymore, the building is curved and our extruded piece is straight :(


We need to fix this, and its a very crude method. Unhide the rest of the building, and in the top view, zoom in really close and use the move tool to reposition the vertices back into alignment with the curvature of the building.






The next step is to create a roof-duplicate of the floor. We've covered that in the previous section (hint: use the array tool, and don't forget to shorten the height by half)


Now we make another duplicate of the previous floor, using the array tool again.




We need to create the first stepped terrace. Start by selecting the window closest to the wing.




We do 5 negative extrudes, mine were -5m each. You can press the apply button to keep extruding, then ok when you're finished making them all. Once the extrusions are done, we need to delete the polygons at the top and bottom of the shape, and just leave the side pieces.




We can see they have extruded in a straight line, but we need them in a curve. In the top view, select the vertices in pairs and slide them along the X-axis, manually positioning them until they follow the curvature of the wing, and are positioned in the same spots as where the windows used to be!


Now we can complete the floor by using the Cap Holes modifier. The Cap Holes modifier will basically cover any open parts of the shape with polygons. Use carefully, it doesn't work well on complex shapes with multiple holes on different planes. Luckily it does work well with open ended flat-planed objects like our building floor.






Once you have applied the Cap Holes modifier, and you're satisified with the result, you can right click and collapse all to make it a permanent part of the object. Duplicate again, to make a ceiling layer, and again to make the next level.


I'm not going to post the next floor, its the same as the one we just did, except instead of 5 extrudes, we only need 4.


The next layer is the last layer, and we're going to use a different technique. After making the duplicate of the previous floor, we start by deleting the cap-holes polygons we made, and the two remaining pieces still attaching the wing to the main structure. We now have two separate pieces with big holes in the sides of them. We need to plug those holes up.


Using the snaps toggle, and the line tool, we trace a line around the missing windows.




Then we convert to an editable poly - it has created a patch over the missing windows. Select the top and bottom edges of the patch, and use the connect tool to create the three windows.




The patch is still a standalone object, we want to make it part of the existing building structure. To do this we use the attach tool.


There are two ways to use the attach tool, you can either press the large Attach button, and anything you click on with the mouse will be attached to the original object. For more precision, you can press the little square button next to it, that will bring up the name list and you can select exactly what you want to attach by name. If you use the first method, don't forget to unclick it, you will end up attaching other objects by accident!




Once the piece is attached, you can tell because its changed to the same colour now, we need to weld the vertices. We select the four corners of the new set of windows, and we see we have 8 vertices. Select Weld to make the 8 vertices into 4.




Use the same method to plug the hole in the back of the wing. Cap the holes and that layer is done. Dont forget to make a duplicate ceiling layer :)


We're about half way...


Now we need to unhide everything again, so we can make the window frames.


We drag a horizontal window frame from the layer below, with snaps toggle on, and pressing shift, we create a duplicate horizontal window frame snapped into correct position. But its the wrong shape!




Withe snaps toggle still on, we drag the existing vertices one by one so they conform to the new building shape. We don't have enough of these though. To complete the action, we use the insert tool.






We need to replicate these onto each layer. I drag one more up onto the next floor, and use the array tool for the rest.




The vertical ones I drag up from below, but only where needed.






For the ones we couldn't drag up, we just make them new.




Here's the really tricky bit, I saved another version before commencing on this.


Start by selecting just the new set of floors we made, the ones with the terraces, and hide anything unselected.

Select one piece, and then attach everything else to it. All objects on the screen should now be one object.

We then select only the polygons that are make up the wing.




We need to slice a diagonal line through these, in order to achieve this we need something to anchor the slice to. In the side view (Left), we create two boxes, one above the building, and one to the left of the building. They need to be positioned such that if we visualise a straight line from one box to the other, it would slices through the polygons where we need to.




This is a little bit tricky and clumsy, we turn on the snaps toggle again, and also the Quickslice tool. We click the top-right of the lower box and hover above lower-left of the upper box (Glad we have pictures!). We only hover to check the angle. Only click once we're happy we are intersecting the pieces at the correct angle. It not, we move the two boxes up/down/left/right until we get something we're happy with. For me, I'm looking for a starting position halfway up the lowest window, and ending directly to the left of the right-most window.




We then select the polygons we want to delete, and delete them.




This next bit is really ugly. I can't think of a better way to do it though. Basically, wee need to cap the holes in the diagonally sliced pieces, but cap holes won't work this time, its too complex.


We need to create a plane that has the same number of segments as our curved wing. Mine has 24.




In the top view, move the vertices so they roughly align to the shape of the wing, and in the side view, rotate it so it roughly aligns with the angle of the slice. If you don't do these steps, its gets really hard to do the next bit.




With snap toggles on (we're getting good at this now).. we grab each vertex and snap it to the corresponding position on the wing. Basically, we're creating a manual Cap-Hole.




We use attach and weld to make it part of the object, and we select each of the individual polygons. We then use auto-smooth to make it look better.




We need to fill in the missing window frames:




And now here it is... a sweeping winged, stepped, terrace :thumb:





Phew.. that was a bit of a marathon... let me know if there is anything you want more information on.

7 people like this

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • The Lat Am project: Wall to wall pack
      By Edvarz
      Years ago, the LBT (Latin american BAT Team) made four huge sets of residential and commercial building models, but never released a functional set of lots for them before they stopped making content. Although hese buildings have figured in some City Journals, only players who knew their way around the Lot Editor could make use of them.
      Thus I present to you the first in a series of lot sets that finally turn those models into fully functional, growable lots for your game!
      This is a pack of 14 lots using 16 different LBT buildings. There are low and medium wealth buildings, they all belong to the Houston and Euro tilesets and grow on medium and high density residential zones, the lots have different sizes: 1x1, 1x2, 1x3, 2x1 and 2x2. Ingame they will also show the name of the building in Spanish or Portuguese if your SimCity 4 is installed in any of these languages, if it is installed in any other language the names will show in English.
      Be sure to read the included (bilingual!) documentation for more details about the installation, stats, size, and look of the buildings.
      This lotting project was conceived to adress a certain lack of latin american plugins for SC4, but I think this pack of wall to walls will look good on any setting whatsoever, so feel free to grow them in any city as you fancy!
      Dependencies (you knew this was coming):
      You need to install the files marked as essential or else you will only get brown boxes, those are the files that contain the models! The optional dependencies just add a couple of tiny details, they are fairly common and I will be using them in the upcoming sets.
      LBT Residential Model Files 1
      LBT Residential Model Files 2
      BSC Mega Props CP vol. 1 (Requires registration on the SC4 Devotion LEX, it's quick and painless)
      LBT Mega Texture Pack
      Other recommended downloads:
      These sets of lots by Erjolog from LBT will mix well with the buildings of this set
      LBT Erj Pack Residencial
      LBT Erj Pack Miraflorino
      LBT Erj Pack Bajada Balta
      I did not make the models and do not claim any credit for them, all credit goes to the people of LBT. However, I did give the buildings their stats and made lots for them, you can use or edit those lots, or the descriptor files however you want if it is for personal use, but you can't re-distribute them without my permission.
      The modding of this buildings was made using the PIM-X tool, so there shouldn't be any problem with these buildings throwing the game off balance.
      If you encounter any issues, feel free to drop me a PM me here at Simtropolis or leave a post in my lot thread, there you can also see the development of this project and other projects I'm working on.
      Thanks and Enjoy!
      Edvarz 2016
      Spoiler Descripción:
      Unos años atrás, el equipo LBT (Latin American BAT Team en inglés) realizó cuatro sets enormes de edificios residenciales y comerciales, sin embargo nunca publicaron lotes funcionales antes de que dejaran de hacer contenido para SC4. Estos edificios han figurado en varios diarios de alcalde (city journals) pero solo jugadores que supieran usar el Lot Editor tenían acceso a ellos.
      Por ello ¡he aquí el primero de una serie de sets que finalmente convierte esos edificios en lotes funcionales para usar en el juego!
      Este pack contiene 14 lots que usan 16 diferentes modelos de edificios. Hay edificios de riqueza media y baja, todos ellos crecen en los estilos Houston y Europa y en zonas residenciales de densidad media y alta, los lots tienen diferentes tamaños: 1x1, 1x2, 1x3, 2x1 and 2x2. En el juego, el nombre de los edificios se mostrará en español o portugués si tu SimCity 4 está instalado en alguno de estos idiomas.
      Para más detalles sobre la instalación, los stats, el tamaño, y la apariencia de los edificios, puedes revisar la documentación (¡bilingüe!) incluida.
      Este proyecto de lots fue concebido con la idea de traer contenido latinoamericano a Sim City 4, pero este set en particular es adecuado para cualquiero otro estilo de ciudad, así que puedes hacer que tus sims los construyan en cualquier ciudad que quieras.
      Dependencias (No te salvas de ellas):
      Los archivos marcados como esenciales son, bueno, esenciales, para que se muestren los edificios en el juego, ¡estos son los archivos que contienen los modelos! Los archivos opcionales solo añaden un par de detalles, pero son muy comunes y los seguiré usando en mis futuros proyectos.
      LBT Residential Model Files 1
      LBT Residential Model Files 2
      BSC Mega Props CP vol. 1 (Requiere registrarse en el LEX de SC4 Devotion , es rápido e indoloro)
      LBT Mega Texture Pack
      Estos sets de edificios por Erjolog del equipo LBT combinan muy bien con este set
      LBT Erj Pack Residencial
      LBT Erj Pack Miraflorino
      LBT Erj Pack Bajada Balta
      Los modelos no son míos y no reclamo ningún crédito por ellos, todo el reconocimiento va al equipo de LBT. Sin embargo, yo di a los edificios sus stats e hice los lots; puedes usar o editar esos lots, o los archivos .desc como quieras si es para uso personal, pero no puedes redistribuirlos sin mi permiso.
      El modding de estos edificios fue hecho usando la herramienta PIM-X, por lo que no debería haber ningún problema con estos edificios desbalanceando el juego.
      Si tienes algún problema, puedes contactarme por mensaje privado aquí en Simtropolis o dejar un post en mi subforo de lots, ahí también puedes ver el desarrollo de este y otros proyectos.
      ¡Gracias y disfruta de este contenido!
      Edvarz 2016
    • South American houses PACK
      By Wallibuk
      This pack is ispired by real houses mostly from Peru, Ecuador and Brazil (the South America). Pack consists of 50 residential BATs of low wealth.
      Size of BATs: only 1x2
      Growth stage: 1st, 2nd, 4th
      Dependencies: BSC Mega Props - CP Vol02 (recommend)
    • Residential Demand
      By towjumper173
      I am running SC4 on Windows 10 with mostly texture and building mods. I did download a residential demand park mod to increase demand (I have since deleted) I am also running CAM to develop buildings. Normally to keep the Dirty Industry I build a small industry city adjacent to keep the pollution out of my city. I have plenty of connections between the two.  The issue I am having is after I get my city going I start another one and the commercial demand is through the roof, but the residential demand is non existent. Any subsequent city I cannot get any residential demand to rise. Really confused.
    • VIP Vnaoned French Pavillions Relot
      By nos.17
      The above is my entrant in the SC4D Lotting Contest which took place awhile back. After, the votes came in, this version came in second (to a very well deserving @kergelen). A few have asked for my version too, so I decided to upload it here for yall.
      4 R$$ Growable lots stage 1-4:
      VIP French Pavillions
      SHK Parking Pack
      BSC MEGA Props - CP Vol01
      BSC MEGA Props - CP Vol02
      NekoPropSet01 (Part 1 & Part 2)
      nos.17_French_pavillion_textures  (included)
    • Tai Pan Terrace
      By T Wrecks
      The Hong Kong / Asia BAT Team
      Tai-Pan Terrace
      BAT created by bixel
      Modding, lot design & readme by T Wrecks
      Check out the Hong Kong / Asia BAT Team Room at Simtropolis
      Introduction / Overview
      Tai-Pan Terrace is a regular growable R$$ building that houses 3,382 sims. Its design is based on the previously uploaded "Chelsea Court" residential complex from Hong Kong. This tower is the result of me bugging bixel long and persistently enough with my request for an individual tower instead of huge mega-lots....
      The working title of this BAT used to be "T Wrecks Tower" because bixel made it as per my request and wanted to leave it to me for upload on the STEX. However, I found it rather odd to have a tower with my ST nickname in game, so that I decided to name the tower "Tai-Pan Terrace" instead. This name is my personal little tribute to the writer James Clavell, who wrote several novels which had Hong Kong as their setting, one of them titled "Tai-Pan". This Chinese word was originally coined for important Western businessmen who did business in the former British crown colony Hong Kong. Clavell's novels (a recommendable read, btw!) were my first connection with Hong Kong, and my involvement in the HKABT is the second - so I thought: "Why not combine both?" What you see here is the result, and I do hope you will like it!
      On a more technical note, this building is intended as a contrast to the huge multi-tower complexes, and a back-to-the-roots experience. This means regular lot size, regular growable, no dependencies, no extreme figures. Lot-wise, I went for a simple, sleek and modern approach that would hopefully recreate the impression of a brand new building. There is some nice detail behind this simplicity, but you'll have to look close...
      In total, you will find the following versions:
      transit-enabled growable R$$ (default US road texture) transit-enabled growable R$$ (Euro road texture) This means that depending on which road texture set you use in game, you can choose the version that integrates with that set seamlessly.
      A small reminder concerning transit-enabled growables: The garage entrance should connect to the road in front of the building automatically, or you can connect it manually. In any case, the road connection is merely a visual gimmick and doesn't influence the functionality of this building.
      Another point to keep in mind is that once a transit-enabled lot has grown, it will not be overgrown or split automatically. I don't see this building popping up too much, but due to its lot
  • Recently Browsing   0 members

    No registered users viewing this page.