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scotty222

Scottys stuff

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Sweet!

Your BAT skills have really improved. I don't usually comment in BAT threads, but the work I see here is quite amazing! Keep it up Scotty, you're doing a wonderful job! 9.gif

All the best,

-Haljackey

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I am glad to see your back!  I hope you have a great break and are doing good in classes!

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    Thanks for the comments guys

    ive got an in game shot now

    citi2.jpg

    i have to render it again cause theres something wrong with the zoom 5 render

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    Posted:
    Last Online: A long, long time ago... 
     

    Spectacular tower! I am curious, are you planning to keep that window color? That is a very strong blue...

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    Kryptowhite - Now that you mention it it does look a bit too saturated, ill try to change that at some point

    New thing

    cibca.jpg

    BTW does anyone know what i can do bout the black shadowy mess on the right face

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    Wow, I really love this one! The roof texture could use a bit more noise, but its fine by me otherwise.

    About your problem, it almost looks like it is your texture being too dark. It might be co-planer objects, but I highly doubt that. What I think you can try is turning up the diffuse bounces in rendering>render (F10) > indirect illumination. If they are what I think they are, super dark shadows, than that should help lighten them up.

    You are using max right? 3.gif

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    Whoo love the avatar!!! Guns N Roses!!!

    Anyway great work here as always, and lookin forward to new releases!!!

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    Thanks SimHoTToDDy ill try that,

    yeah im using max8 with Jasons ligting rig

    EDIT - Fixed to an extent

    with the increase in render time & the decrease in quality when exporting to the game theres not much point in improving it further

    cibc1.jpg

    Also is that what you meant with the roof texture SimHoTToDDy

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    The black shadowy mess you had on your previous preview is a result to antialiasing failing to do a proper job. Reasons - not enough information and to broad "tolerance" settings.

    I can't give you precise settings for Max8, as I don't use it and don't remember it all that well, but I can try to explain teh principles involved. Those are the same in all versions of Mental Ray, at least so far.

    To solve the problem you would be advised to tackle it on two fronts:

    Final Gather:

    increase density of your FG points. To prevent great increase of the render times you can reduce number of rays per FG point. this isn't all important on such a small scale and non-uniformed model.

    Aniti-Aliasing/Sampling Quality:

    here you better use samples per pixels min 1 and maximum... well don't go over board, as it may increase render time HUGELLY, or can do nothing at all. as it works in conjunction with another setting:

    Spacial Contrast. This is very important but often overlooked property. It determines an extend to which AA engine of your choice will go and try to do actual job. Once it is reached it will stop working. At that case no amount of Samples Per Pixel will do any good as AA simply stops. So in case of small color variations/very low contrast in your details you should decrease the values for all or some key color. I would recommend to start with these setting before increasing the Samples per pixels as often it is this spacial contrast that is a "bottleneck".

    Don't go over board here either... but something like 0.02 could be a good value for a model like yours (with sample per pixel of min 1 (4) and max 16 (64)

    I could try to give more detail advise if you would provide me with screenshots of your FG and Sample Quality roll-outs

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    Looking much better.

    What I meant by noise is adding more local variation to the texture, more "texture" if you will. Especially with gravely or concrete roves, it helps if there is some small speckles of light and dark spots in addition to the larger blotches of color, grime or whatever.

    It looks like you made it better anyway, plus its hard to tell if it isn't a zoom 5 3.gif

    -Todd

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    Yeah, it's hard to give advice or help on such small images. I know that they're big buildings, so you wouldn't want to always be posting zoom 5s, but maybe you could post zoom 4s (a standard size to help us gauge scale) and zoom 5s of the roof, the base, and a generic portion of the facade, or other points of interest.


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

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    Now that im am finished uni for the semester and have 3 weeks off i hopefully can do some BATing

    I have been going through my old hard drive and pulled out some of the stuff i think i can finish and have already put some stuff on the stex

    I have also started something new and its a bit less of a box than usual 9.gif

    Canterra Tower

    canterra.jpg

    Modelling is pretty much done

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    Last Online: A long, long time ago... 
     

    If you complete that it might be your best tower yet, thats an awesome shape. Looks good so far.

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    Very nice. Definitely a nice addition to any skyline. I'm looking forward to seeing this bad boy textured.

    -Pingangster


    Never explain, never complain.

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    Thanks for the latest releases, Scotty. We can always use more of your buildings. They look great and will fit into my urban areas nicely. I'm very excited about including Rialto in my skyline and your latest, Canterra. The roof looks fantastic and so does the modeling.

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    Hey Scotty, that last tower is wonderful, I really love the windows texture.


    I'll take a quiet life... A handshake of carbon monoxide.

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    Thanks for the comments guys

    BTW Bixel its 4 in a week not 3

    Started texturing it, the windows have turned out cloudier than i had hoped and ill probably change that

    canterra2.jpg

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    yeah, very nice. Textures are great.


    I'll take a quiet life... A handshake of carbon monoxide.

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    It looks great. The only reservation is the color of the mech penthouse... I don't think keeping in style with the tower it should be white... It could be visible from the ground and continues architectural lines of th building, so it should imho continue it's style as well...

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    I would reflect the ground instead of clouds. Great job on this though it looks fantastic.

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