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outriderdriver

BATs Currently in Progress

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Oh-i see the problem-now i read it properly-I'll delete that post 2.gif

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fukuda: The only camlightrig that worked was "TB2_CameraLightRigHuge.gmax" but now I can't see the shadows. Is that normal? I don't know the final height of the spire (the design is still being finalized) but currently it's about 960m.

jayo: I appreciate your help though. 4.gif

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trailofcrumbs: There's a fixed cameralightrighuge in the forums, I can send it to you if you can't find it 2.gif

The first part of any process is the preparation of raw materials, several process units do that, as:

desalters1bp5.png

desalter, pipeline control valves and deaerator


dha1.jpg

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This is a very very early Render of a a high school im working on. what do u guys think. any sugestions?

img147/7204/hermanph7.jpg

If you think u have a texture that might work better then plz PM me. not a bad start though right?

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fukuda: Blah. I think I'm too lazy to look further lol I can't find it. Can you send that rig over please? Thanks. And, btw, those "desalter, pipeline control valves and deaerator" looks darn good. 4.gif

bigskelding: Perhaps, you can add some big windows to give it a sense of space and add some solar panels and HVACs on the roof if you haven't already. That early render looks good. I don't have any textures but I think a mixture of creme white wall paintings and brick textures would look good. And, maybe you can ease that rectangular feel by adding some curves to your shapes or placing one of the sections diagonally. However, if you like it that way you can scrap that previous sentence. Just my thoughts.

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Bigskelding:NEVER texture windows 2.gif Make the windows 2.gif

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He means model the window frames, and texture the glass and frames separately.

I think that while you're modeling a building, you should get most of the modeling done before you start texturing. That way you can really see what you're modeling, without getting distracted with the textures. You can either make everything grey, or you can give the objects generic colors (blue for glass, grey for roof, etc.). You can check out the early previews at my thread to see what I mean. They really make it easier to judge the modeling.


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

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like i said guys, very very early stage. i have the bricks set right now at a 1x1x1 on the UVW map, and as u can see they look like poop, what would u suggest i set it to?

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I think you should just take all of the textures off, and focus on the modeling, you can worry about the textures anyway. I say this because it's really hard to tell what is going on in the front (what is glass, what is opaque, what are frames, etc.). Once the textures are removed, and replaced with either grey, or a general color of what it might be like later, then it will be easier to see what you have, and what can be improved on it.

The UVW Map only controls what area the texture will be spread over. So if it's a 1x1x1 box, then your texture will be scaled to be one meter wide and one meter tall, for all sides of a box. So the size of the UVW map depends on the size of the texture. But right now you can tell that the texture is too small, since you can easily see it repeat. Generally for the game, bricks are pretty big (you can open the game and find some bricks to see). But yeah, I think it's best to forget about texturing for now.


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

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Wow everything looks great! thanks for the teases everyone

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I'm currently trying to get back into BATting after a bit of a break. I'm starting simple, currently breaking apart an old model for its artificial hockey pitch to which I hope to add floodlights to make a nice free-standing pitch, good for use in a complex, or by a school.

hockeybp7.jpg

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^all you have to do is make the buildings walls some variation of 16 meters long.

for example, you can make a building with walls 64 meters long, and it will be w2w.

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Originally posted by: SimFox A bit of a mystery project:

setun1ad3.jpg

haven't quite decided if I'll make it. The real building (just has been approved for Moscow) had impressed me quite a bit. This is just one of 5 "donuts" of the entire project albeit the biggest one.

The size is probably the biggest issue. It isn't tall - real thing is about 53m tall, but it is very wide. It would call for at least 18x11 lot. Would it be too much of a problem crime wise??quote>

 

hey simfox..  I dont now if you have decided yet on a use for this model yet... But it reminds me of a center hub of an airport terminal....  add some corridors off of it and you have a center and maybe add a control tower connected in the center of the "donut"  4.gif


Your freedom is the most expensive thing you have, even if you arn't the one that paid for it... Use it well.

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yep, I'll be making it... And I guess airport is as good use as any... Building is massive enough for that - something like 300 m in diameter. May be it is a bit too tall though - some 70 meters - about 20 regular floors.

Of course the outer rim should be modified, as it is now, planes may have hard time to get close to the building.

Here is a current state of it:

2b4ca91ff8ed.jpg

e98a83d5928b.jpg

fdef765ee0bc.jpg

a9a5f2ac8f6c.jpg

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Originally posted by: Nemesis666 Scipio, that junk roof is AWESOME, a whole lot better than the stuff I use. And the renderer makes it look even better.

ITS, personally I think the textures could do better. Also, can you tell me how to make wall-to-wall buildings?quote>

It isn't textured yet, just bump mapped. The only bit that IS textures is the black marble, which I haven't given properties yet.


Please visit my Portfolio at ill-tonkso.co.uk

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    Simfox, that is one awesome structure. Would you consider releasing a fairly plain lot with it before it goes all airport?

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    Here's something i've been working on for the last couple of weeks. It's an apartment from Singapore.

    5.jpg

    4.jpg

    3.jpg

    ngeeves

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    It's a little while since I've posted anything to this thread, but here's a little something I've been working on this weekend and which should be released in the near future ...

    Calltech.jpg

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    wow. For some reason my favorite pat is that little blue dot of light near the entrance. nice start.

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