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blahdy

Boston Central Artery/Tunnel Project (Big Dig)

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    hehe, thanks! 

    As Andreas says, I think it's a shame that much of heavy details in Big Dig 2.0 is not very well displayed in SC4.  So I've taken some time to take various angles of pictures (kind of like photo blog) of the ramp in its full glory, using Direct3D high quality viewport rendering.

    So come on over and tour the real face behind Big Dig 2.0! 39.gif

    Click on URL >> http://216.93.240.36/~blahdy/stex/big-dig-tunnel-portal/photo_blog1/

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    Wow, the level of detail that goes into these is simply incredible! They indeed look professional and I bet they could be sold. Keep up the great work!

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    You work fast my friend. I have decided to open and start my own tunnel project named the NEw York Big Dig. NAh jsut kidding. I'm sure your face went wide with terror....lol.

    Rly good work from here though. Many of these lots make useing your original set much easier.

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    Originally posted by: blahdy Thanks 2.gif  Yup, I do back these up everywhere heheh (given the extreme quality of these models, it might be even worth it to sell these at professional 3D modelling marketplace to recoup some of the time/effort cost, in addition to public STEX releases 9.gif )

    quote>

    But I  thought they were priceless?!

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    Excellent models!!!

    They are amazing!

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    Wow, great stuff! I love it! They could easily be sold blahdy, sell em at one of those 3d modeling conventions, or online!

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    this is amazing, i can't wait for this to come out!!!


    20369743_2718707249385_5298984318887779742_o.jpg

    Saint Louis

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  • Original Poster
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    thanks 2.gif

    Okay, the curved off-ramp is now completed, with exception of lane paintings and finalizing the night lights.  Other than that, the tunnel boat structure itself and elements that go with it are all completed.  Lane paintings will be done later, however on-ramp version of this will be made before that.

    The lot will be about 7 tiles long, its considerably longer than its straight/non-curved predecessor, but provides much more gradual descent to underground in return.

    curve-ofr60.jpgcurve-ofr61.jpg

    curve-ofr62.jpg

    curve-ofr63.jpg

    curve-ofr64.jpgcurve-ofr65.jpg

    And 3d 'photo blog' Direct3D renderings of the model for those who want to use them for CJs or whatever... ofcourse, lane paintings aren't done yet 15.gif, so you can consider this tunnel 'very newly built' lol.

    20.thumb.jpg

    21.thumb.jpg

    22.thumb.jpg

    23.thumb.jpg

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    nice nice.... im telling you, a bladhy highway texture would help a lot of unfortunate people 3.gif... btw, sleep sometime will ya?

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    Regarding my earlier comments about the tiling textures, yes I understand that cast in place concrete has it's own tile to it; however, there's a difference between the large scale tiling of a concrete structure and the mechanical tiling of pixels on a texture. I work with concrete; I know it's not a homogeneous substance. When it cures you get some spots that are darker than others, some spots that have a less finished surface, some spots discoloured due to water, etc. Even if they were cast in the same formwork, each "tile" in the pattern would retain these large and small scale differences. That's why when I see an automatically tiled texture I can't accept it as "realistic" concrete; even concrete doesn't tile that "perfectly".

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  • Original Poster
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    Originally posted by: 6459978. Regarding my earlier comments about the tiling textures, yes I understand that cast in place concrete has it's own tile to it; however, there's a difference between the large scale tiling of a concrete structure and the mechanical tiling of pixels on a texture. I work with concrete; I know it's not a homogeneous substance. When it cures you get some spots that are darker than others, some spots that have a less finished surface, some spots discoloured due to water, etc. Even if they were cast in the same formwork, each "tile" in the pattern would retain these large and small scale differences. That's why when I see an automatically tiled texture I can't accept it as "realistic" concrete; even concrete doesn't tile that "perfectly".quote>

    There's certainly no question that you are right here, but I'm not trying to really get into specifics of the tunnel concrete installations, but rather simplifying the overall look through use of textures.  One of the main problems with Big Dig lots is that number of polygons is in disgusting amount to the point that it becomes unbearable to BAT.  There are many improvements in 2.0 models, that are while improving the realism, level of details and overall aesthetics, also greatly alleviates performance drag in gmax.  And advancement in texturing is certainly one of those improvements to avoid having to install 3d casting on the tunnel wall sections.

    If you do not like the concrete texture, well there is not a whole lot that I can do at this point, although the tunnels in this project are and will continually undergo reviews and improvements, and that does not rule out always search for better textures.

    What I can tell you though is that texturing of the new 2.0 tunnels is based on many weeks of research and photo-shoots and reviewing many freelance photographer photos.  One picture of real-world tunnel on a sunny day, you can clearly see the level of reflection and tiled visiblity just like it is in gmax:

    rg-concrete.jpg

    The concrete texture used in these models are actual photos taken from specific particular distance (had to take photos many times and multiple tries) of the real Big Dig tunnels, in order to get the appropriate light reflection and details required for reasonable model presentation.  It's not like I grabbed the concrete texture out of nowhere in 2 seconds 4.gif

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    JE-sus, man! That's freakin' un BELIEVABLE! I like how you made a smoother concrete-to-asphalt transition there.

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    Personal Replies

    - --

    davidtothej: glad to see another New Englander (and one who has same political party as me heh) visiting this thread 2.gif  Regarding the road textures, I get asked that a lot -- I'll probably take that up to the modders to see what we can do 4.gif

    Alfred.Jones:  thanks!

    simzebu: heheh, yup, it certainly looks better that way

    aleking: awesome, and I have to say your use of big dig lots in your CJ is excellent!

    I've been starting to work on making an on-ramp version of the curved ramp.  There's actually not a single type-2 ramp in Boston that are specifically curved the way depicted here (although there are off-ramps with this setup), so this ramp is more going to be imaginary, where I'll take some neat architectural/design features from various ramps and incorporate that to create a nicely done product.

    Starting the on-ramp work:  Installing the tunnel approach sign.  Notice how the sign-post is blue this time.  Some on-ramps near Leverett Circle and the North End have blue angled sign posts as opposed to black.  So it's always good to have that variety in SC4 as well:

    curve-onr1.thumb.jpg

    curve-onr2.thumb.jpg

    curve-onr3.jpg

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    Entrance sign completed:

    curve-onr10.jpg

    Rendering preview of current work in progress -- there are still several items that need to be done..curve-onr11.jpg

    curve-onr12.jpg

    curve-onr13.jpg

    Take a tour of the current on-ramp that's under construction:

    30.thumb.jpg

    31.thumb.jpg

    32.thumb.jpg

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    Blahdy, it looks amazing! I can't wait to use these. Are you going to do a mirrored version, so it curves the other way? Keep up the wonderful work...

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    my goodness tht looks soo awesome!!! major props man!!

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    It looks great... but I have a question... is this only to a diagonal street or does this do a 90 degree turn? The way it looks I'm thinking a turn into a diagonal street. Just curious! =)

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    mcarch:  The tunnel doesn't take a 90 degrees turn, but you will be connecting a one-way road in straight fassion, not diagonally.  The tunnel boat structure starts out in normal SC4 grid system angles at the entrance area, so you can connect a one-way road normally as you do to a non-curved lot.  Then the model takes an engineered angled turn as it approaches the tunnel entrance.  It may become an overhanging lot to maintain 1x tile width , if people want to run diagonal street or curved roads right next to the ramp model side by side, without having to be bothered with SC4 grid patterns.  Hope I answered your question 4.gif

    van1357: indeed, yup. The mirrored version will feature black colored sign posts as opposed to blue 2.gif

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    I have looked at many pages of your thread and all I can say is that the attention to detail is fantastic. I remember watching a doco on Nat Geo about the big dig and the massive scale of the project. One query though. Are you using the Roadgeek (official road sign fonts) fonts for your signs. In your ramp speed signs it looks like you are but in your direction/exit signs, it looks like normal font? Or is that what they really are?

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