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Zahrul3 Indonesian BATs(skip to back)

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Originally posted by: zahrul3

Im intending it as a pack, consisting of a small hospital, police station, R$$$ mansion(+dormers), R$$ apartments(+dormers), school, library, museum, CO$$, CS$$ and plopabble CO$$. For the functional landmark I need some help from someone who can do this. Oh yes i need textures for a 'suitable' door. Its textured in concrete since its a feature of brutalist buildings(example: Trellick tower)

quote>

I don't think that is possible, the only thing I have to say.


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Originally posted by: nathanthemayor

Originally posted by: zahrul3

Im intending it as a pack, consisting of a small hospital, police station, R$$$ mansion(+dormers), R$$ apartments(+dormers), school, library, museum, CO$$, CS$$ and plopabble CO$$. For the functional landmark I need some help from someone who can do this. Oh yes i need textures for a 'suitable' door. Its textured in concrete since its a feature of brutalist buildings(example: Trellick tower)

quote>

I don't think that is possible, the only thing I have to say.quote>

Don't think what is possible? Making BATs? Getting help? Finding textures? Be a more specific before you shoot down somone's dreams. I honestly don't know what is so impossible reguarding anything zahrul3 said. 42.gif

~~~

Anyway, if you need help, this is the place to ask. In Gmax, omnis are broken so don't bother playing with them. Use spot lights or another type and you should be fine. For finding textures, look HERE, but remember that woul will need to edit them afterwords in order to have them look their best (so use GIMP or photoshop).

Best of luck,

-Todd

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Having one building function as a police station, mansion,library,etc is what I meant.


Click the links below to visit my:

City Journals  *All CJs are now inactive*
Dante's Peak    Paridise Island (v2)    The United Cities

Workshops  *Inactive*
NTM's BAT Workshop II  and  NTM's Lot Workshop

Show me Your:
Roadsigns!!!  or  Transit Hubs/Transit Centers!

Other Significant Links:
STEX Uploads  and  Guidelines/Rules/Tutorials

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Since Todd seems to have missed out the link, I'll go ahead and use my psychic ability and point you to where he meant to send you... probably.

LINK

I can also predict lotto numbers 9.gif

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It's a nice start. Here is a door texture you might want to try. Of coarse there are many more you might find that works better. I wish I could help with GMAX, but I only know MAX. Good luck

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    @nathanthemayor: YOU can make packs, its simple, just make several SC4DESC folders based on one SC4Model.


    _________________________________________________________________________________________
    Thanks guys for the links yet i've decided to stick with maxis textures. None of the textures from the links look brand new, and since texture only accompanies detail, the default maxis concrete looks good from far. For the door i googled up and here's the details

    frontpv.jpg(sorry for the big mass of white its supposed to be cropped >.&gt2.gif
    backhr.jpg

    With the SC4 camera the door is covered by a pillar and only part of it shows up >.>
    alt1a.jpg
    Spotlights work better i think 9.gif

    I usually use paint in place of GIMP, and the photoshop is just for dodge-burn raytracing effects.
    I added spotlights on top of the doorway for my own purposes so I can see their textures

    What do you think?
    (And i need a partner for the functional landmark stuff)
    For the building style its Indonesian Brutalist, found on most older buildings. The roof is for the sake of withstanding rain, which is common in Indonesia. Im an indonesian myself btw 4.gif

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    Those outcroppings on the front, while they may be realistic to the style you are trying to go for, are impeding some features of this BAT. You yourself said that the door is being eclipsed. And the texturing is totally lost in shadow because of those outcroppings.

    One of the things you should consider (and this should be considered by all BATters, both new and old) and something that I always need to look at, is how you may need to tweak and shift and change things to get the best out of your final render. For example, on a lot of the theatres I did, I had to raise the marquee or make it shallower or squished, in order for the details of the front doors and the lobbies to even be seen at all.

    Is it realistic, if you look at it in the front elevations? Not really. But sometimes you have to cheat things a little up/down/in/out in order to best maximize what you are going for. In this case, I would try making them shallower. You can still achieve that look, but you can "cheat" it without losing everything to rendered shadow.

    And Maxis textures? Monkeys flinging poop in the zoo can come up with better textures than those Maxis gives us with the BAT... 2.gif


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    GOOD TEXTURES ARE MADE, NOT FOUND.
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    @madhatter106: I'll just go on with what's made now, I guess i'll accept the eclipsed door since shallowing the architectural features makes it look goofy. And about textures? As long they look good from zoom 5 it is good. since Simcity 4 is a semi-3D software where buildings are made from sprites photographed by the cameras.

    Ill just go on with this >.> and start doing the final render. Brutalist buildings from that angle looks the same, all i need is a change of roof texture and an HVAC unit on the side.

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    Do you have a picture of the real building, or of similar buildings in this style ("Indonesian Brutalism")? The architecture looks really strange to my European eye, and I would appreciate seeing some examples of it. Thanks!


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
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    Istiqlal mosque in Jakarta

    dscf5170.jpg

    Notice the outcroppings which eclipses the windows from certain angles

    Hotel Indonesia

    hotelindonesia.jpg

    Notice the outcroppings on the right building( the hotel itself). The name usually applies to the roundabout with the fountain, its always crowded in the mornings, evernings and Saturday nights

    Modern+Home+Design+Jengki+Style.jpg

    Same applies to this house, notice the outcroppings on the window and the carport.

    As i mentioned, ill go ahead with the first one(like the mosque). Since what im doing is not a mosque, i've added a roof

    instead.

    I'll attempt doing the house after the current one is exported.

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    Originally posted by: nathanthemayor

    Originally posted by: zahrul3

    Im intending it as a pack, consisting of a small hospital, police station, R$$$ mansion(+dormers), R$$ apartments(+dormers), school, library, museum, CO$$, CS$$ and plopabble CO$$. For the functional landmark I need some help from someone who can do this. Oh yes i need textures for a 'suitable' door. Its textured in concrete since its a feature of brutalist buildings(example: Trellick tower)

    quote>

    I don't think that is possible, the only thing I have to say.quote>

    Sure it is. you can assign one model to every  (or almost) kind of thing, from R$ to Military Bases. Does it look real? does it look good? I would say no. or we end up with a monotonous city, where all buildings look the same :!

    Now about the building, first of all, i'm not sure if its proportions are good, and the scale too. aside of the rest that as being said

    Now, to make good lightings on Gmax takes a lot of affords, and I am myself finding new skills to make them look as good as possible.

    But, for the basic lightning, you have two options:

    1- enable an object with "nite" before, like "Nite_Window". if you do this, when the model is rendered at night, the textures of that object will be replaced by a "lite" texture. you have 3 options to chose from, beige, blue, and green. Sometimes this is just enough, especially if you are dealing with small windows and planes. Also, you can find some nightmaps (the nite textures) on STEX.

    2- use gmax lites to light something, like you try to did with those omnilites. this time you shall set a prefix "nitelite", so, it should go something like "nitelite_Omni1".

    More, I can see there are some light escaping and lighting the back and right wall. that is usually cause by gaps on the walls, holes too, so you should try to see where are they.

    The spotlights, if you notice well, are still on on day time, so, they dont add nothing new to the night render. Try to see if they are properly named. 

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    I followed your tutorial anyway....

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    @Gn_Leugim: There is a window at the right and left side of building and that time i pointed the spotlights upward 9.gif

    Ok then sorry for the double post but ive correctly named these as 'nitelite'(they dont work)

    Edited the nightlights to the point its acceptable at daytime

    The top one uses imported GoogleSketchup textures, the second uses default maxis. Which is better?

    niuew2.jpg

    Ive put nitelite_ on, they dont work on my machine

    niuew.jpg

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    Originally posted by: zahrul3

    I followed your tutorial anyway....quote>

    Well, I have to update that ^^ but, you can get good results with it anyway.

    Man, very strange indeed. did you apply all updates to BAT? Can you find a way to send me over the model, so I can find out what is wrong maybe?

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    Ok guys i've abandoned the Brutalist pack for now and i'll continue once i improve my skills, i did something way easier

    A R$$$(R$$?) huge one-story McMansion as a tribute to materialistic American(sorry but not all are)

    Back viewranch.jpg

    Front view

    ranch2.jpg

    Conventional lights for now since nightlights are corrupted(or Gn_Leugim had gMax mods to enable that)

    For the architectural style i dont know really, somehow. A McMansion is a large low-quality building with no definite architectural style 2.gif

    Its going to be lotted on R$$$ lots and a single R$$ W2W and SC4DESC as a prop

    _________________________________________________________________

    @Gn_Leugim: I cant find a way to give you the gmax files, since i located the textures all around my computer.

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    well,, your model needs more details, or it will only do as R$$ and with a lot of afford, never as R$$$. but, if you make the textures good, it can become somehow a good R$$

    about the textures, you have two options: 1- send me the file without textures, or pack the textures aside with bat file, you have an option to do this: Go "utilities tab" (the hammer on the right side, where you can find the Export and preview and etca); select Resource Colector; then select where to, if you want to move the files or to copy them, and there you go 4.gif

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    @Gn_Leugim: I said mcmansion, and a mcmansion is a 2500ft+ house with tacky quality, jumbled appearance, located far from city(or in older suburbs), and doesnt have a known architectural style.

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    Major breakthrough!

    Ive managed to correct the nightlights for now, it also makes the house look more lively. For the nightlite texture I used a photo of a fighter jet pilot from above

    mcmansion1.jpg

    I have another side project which i have that needs texturing, doors, nightlights, garage roof and window panels

    (also a McMansion)

    mcmansionb.jpg

    Should i release the first one first or both as a pack?

    It will be lotted as a R$$$ and a R$$, in 3x3, 2x2 and 3x4 lots

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    Im dealing on nightlight texture dissapearing from BAT, ive just reinstalled but the problem persists

    14449300.jpg

    Notice the blank Night window texture options despite all window panels were nightlighted

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    GOT the nightlights solved(finally)

    Here's my latest baby:

    zzzzzzz1.jpg

    Its a bit skewed but you can get the idea since my laptop's resolution is 1440x900(large)

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    Your bats are really good just keep it up. Work more harder on the textures and you can be a monster at batting. On that new bat I would love to see another picture of the front side of it a little better. Another thing is the new bat an apartment, I suppose it is, I love it when some people work on residentals.


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    I forgot to save it >.>!

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    This may help if you forgot/had a problem saving.

    Try opening the BAT (or gmax) like you normally do to BAT.

    Click File>Open

    In the pop-up window, navigate to C Drive(or wherever your gmax files are)>gmax>autoback>Autobak1.gx

    Select the file to open it, and it should be a more recent version than your last save.

    If this doesn't help, check Autobak2.gx and Autobak3.gx

    *Note that to see the autobak files once you navigate to the folder, you have to choose "All Files" under file type, or else gmax will think you want to open a .gmax file instead of a .gx.

    **This may not work based on your specific autosave preferences. I also don't understand how autosaving works, so I honestly wouldn't get your hopes up.

    ***This may not work a Mac. I have a PC, so I can't be sure.

    Otherwise, I can't wait to see this thing further down the road. It's got a lot of potential for wall ornaments, base level stuff and lotting. Good work so far!


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    I redid this, just without the base. Nightlights added and i'm not planning to texture the front and back (main) walls to give the effect of plastic cladding. I'll texture the roof later. Its supposed to be 'minimalist' so not much wall ornaments other than roof junk and air conditioners.

    It has nightlights already

    zzzzzzz1.jpg

    About the airport terminal, its actually VERY simple, all I need is the approx. height of a standard jetway so I can adjust the height properly. It's just a standard box with a gable roof(easy) and all that I need to add is roof junk(just air conditioners)

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    i'm not planning to texture the front and back (main) walls to give the effect of plastic cladding.quote>

    Not a good idea. Flat gmax colors always look like total crap on large surfaces. Don't anticipate shortcuts like that ever paying off in this business 2.gif

    Anyway, I'll have to wait and see how the model comes along as you make it, but I think night lighting is a little early at this point. The blown out white light at the corners of the building need to be fixed, it looks rather bad. Also, it looks like only the lower 50% of the building is lit correctly, which is odd.

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    You're progressing really fast! I like that you're paying so much attention to the night lighting as well... so many new BATers totally neglect the lighting and are much worse off for it.

    For your latest model... the facade looks great, I do have a couple of points though. I wouldn't recommend 'not' texturing any section of your BAT unless it's something that wouldn't make a difference, textured or not, to the final render (such as a window frame or some railing.) Leaving a flat colour on your walls will make them look more like a cartoon and less like plastic. Also, even if the roof is supposed to look minimalist, you still need to model in some 'transitional features'. Simply putting a slab on top of a building just won't cut it. Having a flat roof is fine, but there are certain details that must be modelled in to pull this off... do you have any photos of a similar RL building we can look at?

    (And i need a partner for the functional landmark stuff)quote>

    Go to SC4D and pick up the SC4PIM. It's makes the process really straight forward - just about anybody can do it.

    Anyway, keep up the good stuff.


     

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    I always wanted walls like this:

    istockphoto_5909459-modern-plattenbau.jp

    All paint textures in cgraphics are too bumpy/rough when compared to this.

    For the 'inspiration', I just googled floorplans for 2 bedroom apartments that put together.

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