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Oh, cool! Downloading right now... 

Just BTW: the STEX supports versioning, you could upload a new version of a building on the same entry, and even to block the downloading of the previous versions. 

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4 hours ago, JP Schriefer said:

For a long time I'm avoiding to show here and on SC4Devotion every project I start because I feel bad showing lots of things and just releasing a few of them.

Well, solution to that would be to show lots of things and release lots of them.

No, seriously - I think it's like those prototypes and concept cars in automobile industry. They not always evolve into products but are some kind of storage for idears. And they are presented anyway on motorshows. Shure me, I'll stand there and ask - can I buy that? And the reply is: no, sorry, that's only a design study.  So maybe a development thread is something similar to a motorshow. You can present upcoming models but also latest designs and idears, doing a showcase for the folks but also meet with coleagues and discussing new idears and future concepts, showing some 'behind the scenes'. I personally think development threads aren't limited to a single use and for an audience that wants to buy and drive.

If the only question is 'can I drive it?' - you'd better never go to an automobile museum. Most cars there you can't even touch. But beauty isn't all about 'can I have it, can I touch it?" I'm a lucky man to have seen some incredible beautiful things in my life. And not to own them - like the sunset in Taormina - doesn't hurt as much as the idea, to die without having seen them.

Melancholia and wanderlust are close relatives - and they wouldn't be without beauty. So what you might be afraid of - sharing only pictures of beautiful bats but not the bats everybody can own - is creating the feeling of melancholia. Like in childhood days the feeling of disapointment when on christmas you didn't get the present you were hoping for. But that's a confusion of luxury and beauty. Again it's like with cars - 'luxury cars' are about you can afford them or you can't afford them and they make up beauty by value. But this doesn't mean beauty always is made up by value. To have your bats in my plugin folder is luxury. And therefore I want to have them like I want to have luxury cars, to gather beauty. This may satisfy my demand for luxury but not my demand for beauty. So I'll ask for more bats. And even if I had a million bats I still would ask for more.

Until I find - no matter how much I own I can't get satisfied regarding beauty. It's like being thirsty. You drink but after a while thirst returns. And this never stops. And the same with beauty - the desire for beauty always can be satsified by luxury only for a certain laps of time.

So regarding this - imho it doesn't really matter how many bats you show here and how many you upload, the relation. You show beauty here and you are generous to offer luxury to download those beauties on the STEX. But with your uploads you will satisfy people only for a certain lapse of time. To avoid melancholia in the long run luxury isn't powerfull enough.

 

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On 23/4/2017 at 2:33 AM, JP Schriefer said:

The Capital Building, Park Tower and Continental Tower, from Cidade Jardim Corporate Center, are finished. I sent them to Simmer2, who will do their lots :)

I was looking for nice buildings from other cities in South America and I end up in Santiago de Chile. I decided to do 3 buildings from there by my own, but @matias93gave me a suggestion that made me very excited. So I'm doing several buildings very similar to the ones around the Palacio de La Moneda that will be W2W pieces, so people can set up some complex buildings with it.

The small pieces are 2x1, the corner piece is 2x2, those big mirrored buildings are 3x4 and the one in the middle is 3x2.
There is a big gap on the mirrored buildings with 16 meters wide, so I'll make it possible to add a road there - probably doing the building as a prop. Also, I figured out a way to make seamless roof there so it can perfectly work as W2W, it's going to be laborious but I think it will work.

Preview in zoom 5, click on the image to see it full size:

34080421501_e9d76329b3_o.png

That is the Paseo Bulnes, is a complex full of buildings in relation to ministries, like the one of economy, of laws and even this is the seat of the Chilean national police. How do I know ??? And I live in Santiago .... thanks for fixing in my nation;)

 

PS: Since you are interested in santiago, in case you are interested .... Torre Entel

torre-entel.jpg

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Looking good, nice crisp materials. My only suggestion would be (might be the glass or the blind material) is that the blinds look too blue, I took a quick look and am sure they are that classic boring beige/cream colour.

Also as mentioned a few times, I think by Jason perhaps, I think the bump or noise on the windows material is too small, giving it a kind of screwed up tin foil affect as opposed to a wavy affect...excuse my lack of technical knowledge.

Otherwise you are producing great looking NYC bats right now :)

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I like the windows, how they differ - making the building very vivid.

Most probably the blinds - seeing some reflections on them, and considering the esthetic of the game, they maybe will be recognized as reflections rather than blinds.

And to me this would work perfectly - while in the picture below on the lower floors these are blinds but on the upper floors these are reflections - or no? Blinds are behind windows and therefore won't block reflection.

So this is confusing on the original building and on the bat too - is it reflection or is it the blind? So the bat matches RL building in an amazing way. IMHO.

Me, I love that. 

 

madisonave7_000.jpg

 

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I really appreciate all that you've been doing lately (including the BATs you did not show there)!.

 

667 Madison is a fairly interesting building - several elements setting it apart from both prewar towers and postwar ones, and each of them striving to incorporate the best from both types.

There's a staggered mass - a nod to older wedding cake buildings, a clever device to offer as many (valuable) corner offices into what's essentially a botique office building.Perhaps rendered in an overdramatic fashion, as it commonly occurs with several features in postmodern buildings, but powefully emphasizing the corner the building sits on in a way that maybe a more sedate or "classic" massing would never have been able to.

And there's a stone veneer exterior, a refreshing take from steel and glass curtains, almost mandatory in the 60's - early 70's, as well as from early 80's fads for reflective glass prisms and horizontal stacks of granite or marble or whichever stone like material and ribbon window, multiplied for whichever number of floors that were needed, the resulting box sometimes cut with one or two diagonal at strategic locations.

There's nothing of that, but clearly definite, evenly spaced window holes punctuating the facade in a regular pattern, as in prewar buildings - still, said windows are asymmetrically subdivided, a simple but clever way to escape the monotony that could easily originate from this arrangement.

The ground floor arcade is a noteworthy touch too - still offering public space the way several modern buildings attempt to, but in a far more inspired and useful way than the usual, empty and semi-private plazas you see around many modern nyc skyscrapers, plazas which are usually thrown in merely to snatch more allowable FAR.

It's only downside, it's construction required the demolition of an old apartment building, not really noteworthy per se, but interesting as one of the oldest ones built in that area, still rendered with detailing choices not really common on slightly more modern apartment buildings around (for example the variety of lintel designs used there is very uncommon, more similar to what you might find in my european hometown than in several posh park avenue buildings).

Aestethically it's not my favourite, but there are several reasons why this specific skyscraper might be a step above much of what had been built before it, or has been built since.

So i'm quite pleased to see it being modelled.

 

As far as your rendition goes, i'd subscribe with both Gutterclub and Fantozzi's positions...while the blind color might actually lean towards yellow/beinge, chances are that the glass type used on this building and the reflections it filters might add a slightly blue-ish tinge to them.

My advice would be to take a look at a bing maps 3d view of this buildings, and see what's there - to check if you can actually see any blind there, and then to check which color it has - bing 3d has a roughly (very roughly, mind you!) similar perspective to SC4, so maybe looking at that might help.

I have the impression you might have made masonry cladding slightly darker than it needs to be / than it needs to represent RL situation.Maybe that's just me, though.

 

On a completely unrelated note, would you mind, when releasing the Singer building, to consider the idea of making a towerless version? The tower, while striking, was just an addition to an already existing building, and the base might still be quite useful in game as a stately midrise for the 1890 tileset.

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The new building is looking good so far, and I appreciate that you've payed attention to the block lines. 

I've noticed that on your w2w buildings that you haven't been setting them back at all? They won't line up with buildings using the standard one paver setback, or even the two paver setback. 

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I'm looking forward to see how the skylight well will lit up at night :).

 

Jasoncw is right, there's a common standard by which BATs which are supposed to meet the sidewalk straight away are set back one sidewalk tile (1.6 mtrs) from whichever side of the LOT where a sidewalk is expected to exist.Oh, and there's also a standard dictating for 3.2 mtrs setback, but that's much less frequently used, afaik.

There's a silver lining on that, though, because several corner buildings in Manhattan have one, or both sides being 100' wide, 100' is equivalent to 30.48 mtrs, and then the usable lenght of 2 sc4 tiles next to a corner, assuming you're using the 1.6 mtrs sidewalk standard, is (32-1.6) 30,4 mtrs.

 

I didn't know the original base was smaller than the "new" base the tower ended up with...had to dust off a pic in my archive to notice it *:P.

Both the towerless version and the original base would bring something interesting to the game.

The towerless version might probably be quicker and easier to make, as you'll "just" have to remove the tower and fill the resulting gap with a roof.The "old" base will also require you to surgically remove the three floors which were added in the middle of the "new" base, and to check wheter the "narrower" side of the "old" base can actually fit within the constraints imposed by SC4 grid without leaving too much of a gap.

And you're way too kind as far as my random musings about buildings are concerned *:P.

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On 2016/6/14 at 1:29 AM, JP Schriefer said:

Toothless Stitch, Thin White Duck and matias93, thanks you very much *:)

Finnbhennach: I'll try to do that, thank you *:)

Quick preview test. I did some modifications on Hearst Tower, including transparent glass where you can see the floors. Tests and reflections are nothing but tests, so I'll improve them later. The weird top will be modified soon as well.

https://c2.staticflickr.com/8/7139/26713267654_44957efa33_o.png

what about Hearst Tower  now?

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JP Schriefer you are doing wonderful job on making these New York City skyscrapers. Jasoncw is right the building need to be setback 1.6 meters from the edge of the lot, reason why so the buildings that you create will be flushed in with other wall to wall buildings. I would say yes reexport the building.

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Yeah I would go back and reexport them with the 1.6m setback. It will take time to do that but I think it's worth it because the buildings lining up is so important to representing american cities. And I think you should also scale the old singer building. It's true that it will be scaling it more than you'd normally like, but the proportions being a little squashed is less important than the building being flush. Because you're recreating "the building", but there's more to the building than the literal building itself, there's also the building's surroundings. So for Paris, the fact that the buildings line up and have the same heights is just as important as what the facade looks like. Some buildings just don't fit the game very well, so compromises have to be made. 

The new building is looking good so far. :) 

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