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hkabat-forum-threads SimFox Construction & Research

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Truly amazing work you've done here. Those skills are incredible.


Returning soon[ish] from a long time away...

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    While sorting problems on mega projects like Russian Tower and still pondering what to do with glass on Beijing Silver Tower, I've decided to make some relatively small buildings. Abut a week, or so, ago I've installed CAM and that gave me new impetus to play the game, so i'm making now what I need at the moment. Midrise - low highrise structures. Here are two loosely based on buildings I saw in Hangzhou. They share peculiar window design that seems to be quite popular in that city, which I liked (both design and the city).

    46459cce46c7.jpg

    c6fb5f8600a0.jpg

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    So far (I'm talking of CAM 1.0) I love it. The influence it has on city growth (well, I'm particularly concern with looks of it) is remarkable. I didn't find that it anyhow hindered residential growth. In fact if anything, might be due to a doubling regional residential population bug, it made growth more steady and quicker to pick up. But I sort of tried to keep city appearance realistic and varied, so I'm not really aiming for a skyscraper forest.

    BTW it would be realy interesting to see your cities!! Do you have a CJ somewhere?

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    Well it is a first try for me to make a W2W building... some mistakes were made...

    Originally I've planned for it to be a combo of 3 buildings. But I've decided to drop small "Bodum" shop on the left. Bodum not because it would have been exactly that - Bodum Shop, but because it would have used idea of Bodum Flagship shop in Copenhagen - it is mere 5, or so, meters wide but 6 storey high. Well Ive dropped it because in my later considerations if this is to be grow lot and I hope it will be, it wouldn't be right for exact same combo to grow all over. Plus I've though to create arch into yard and it seemed to be a good spot for it...

    The right hand side "annex" is still there since it was planned to be integrated both structurally and stylistically with main building. But it since that this integration has gone too far. It is hardly an annex, rather just a part of main building, oh, well...

    The building will follow 2m convention that seems to be prevalent in W2W designs.

    OK, 'nough with words...

    South

    d7a79fa146ec.jpg

    East

    0a0e4112bbca.jpg

    North

    1537ed395b3b.jpg

    West

    8072c0312c8d.jpg

    and "beauty shots" in same order:

    b17f3fe33ce1.jpg

    78bea9fce4ae.jpg

    7ee75bda7abc.jpg

    well west perspective is exceedingly boring since it is just a dead wall there...

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    Looks like something straight out of the centre of London(even though its supposed to be asian)

    4.gif

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    nope.. it is from not too center of Hangzhou, well facade part I have no clue qwhat is behind facade - saw it briefly from fast moving car and took on snap shot... There some differences that I had to make to look it more acceptable in CS4 though...

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    Great work SimFox!! Look forward to your finished project... 4.gif

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    06147a0c087at.jpg  5a66fb9e8ebbt.jpg  22eea5040bdct.jpg  8da3eb6e56dct.jpg

    I seem to have driven myself into a corner again… The problem is with those underground garage entrances. One on the north side of the building will have an issue with “reversed shadow” if rendered as a part of the building. Making it into separate prop?? Could someone knowledgeable in the subject advise me? I mean I want to keep the number of separate objects to the absolute minimum as not to overburden the game engine. Also those stone things by the exits from garages… If the canopies and stairs/ramps are part of the building itself (Main LOD) then how would those stone thingies could be done? Should then be as en independent Prop?

    PS

    sorry for the fact that thumbnails didn't lead to bigger images. it is fixed now...

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    The method Autovino described in the 3ds Max Think Tank works WONDERFULLY. I just used it to export the day version of One Woodward Avenue, and it worked out great.

    Basically, you set the object that would create the reverse shadow problem to not be visible to the camera. Then you make a plane or a box with a totally transparent material with an index of refraction of 0. This will "unmask" the not visible objects behind it. When you're making the unmask object, pretend that you're making a really complicated custom LOD to get around the problem.


    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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