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autoVino

autoVino's bat projects

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  • Original Poster
  • Posted:
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    Thanks for the comments guys! Unfortunately I've run into some financial trouble with work and stuff and college so I probably won't be able to update any time soon (I'm thinking in a month or so, if not longer)... not to mention the local network just recovered from a virus the other day and internet was gone for a couple of weeks. On a lighter note I've done some basic tests and discovered that mental ray 3.6 does sort of work with bat4max, or at least zoom four and five came out fine, it's only the lower powered zooms that produce a displacement error, or at least for small objects. I have yet to test larger sized models to see if the same results are prevalent and see if there is any way to control how this works.

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

    Aww....... Hope you sort out ur real life issues soon. Seems i have to wait a little longer for this to be released face-icon-small-sad.gif

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  • Original Poster
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    This is just to say that I'm still alive! 9.gif ...and feeling optomistic about spring break.

    So here's a mini-update:

    Click to view full resolution

    I've arranged the trees to a slighty more logical location and added a garage entrance. Like always, there's still a little detail to add.

    Btw, the new Simtropolis is looking pretty snazzy.

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    You may want to consider the trees to be space forming/defining elements. They may also serve the purpose of continuing a logic or rational of the building to the exterior to make a more cohesive or unified design. Right now the trees have a geometric pattern but don't seem to relate to the building or be creating any particular space in between them.


    patreon.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    Very nice autovino. I like the garage. Just hope that you will release this.

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    Posted:
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    YAY!!!! anyway this looks great, great to see you back on track for the release, garage looks nice, however trees look a little wierd, i donno. Have to see it on the lot, to make up my mind.

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  • Original Poster
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    Originally posted by: Jasoncw

    You may want to consider the trees to be space forming/defining elements. They may also serve the purpose of continuing a logic or rational of the building to the exterior to make a more cohesive or unified design. Right now the trees have a geometric pattern but don't seem to relate to the building or be creating any particular space in between them.quote>

    You are correct, also the trees are way out of scale so I've temporarily removed them (to fractionally increase the render time and increase ease of work).

    Here's a little more work, mostly started working on the ground plane:

    Click to view full resolution

    The colors are pretty much final, maybe a little bit correction before placed ingame will be needed. The road layout can still be modified, though.

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    Very impressive work on that building ! 2.gif


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

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  • Original Poster
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    With that I was trying to differentiate between the actual road and the concrete ramp that leads to the garage, but I can make the colors match as well.

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    From your last picture i think that using a matching colour would be better, but i did not see it with it's trees and all the stuff, so i don't know what the final effect will be.

    Another suggestion is to check if your inner road matches with maxis ones.

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    It's awesome!

    The urbanist in me would suggest a different lot size, particularly to pull in the extent of the lot on the sides. This would allow the sidewing facades, which have the scale of low-rise wall-to-wall buildings, to work within a context of denser w2w buildings to maintain streetscape facade lines. Even though this is not a w2w building, it is still preserving the general street frontage, which is typically good urbanism. The actual building may have such a wide side plaza (in which case I would criticize the real building!), but these can still be recreated with separate ingame plaza tiles if a player wishes. It's kinda too bad where the underground driveway is conspicuously located, as I had always read that framed space as the place for the tree-filled courtyard plaza.

    Can't wait to see this ingame!

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  • Original Poster
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    Originally posted by: Odainsaker

    It's awesome!

    The urbanist in me would suggest a different lot size, particularly to pull in the extent of the lot on the sides. This would allow the sidewing facades, which have the scale of low-rise wall-to-wall buildings, to work within a context of denser w2w buildings to maintain streetscape facade lines. Even though this is not a w2w building, it is still preserving the general street frontage, which is typically good urbanism. The actual building may have such a wide side plaza (in which case I would criticize the real building!), but these can still be recreated with separate ingame plaza tiles if a player wishes. It's kinda too bad where the underground driveway is conspicuously located, as I had always read that framed space as the place for the tree-filled courtyard plaza.

    Can't wait to see this ingame!

    quote>

    Very interesting idea, actually I was considering reducing the lot size for two reaosns: It seemed like a waste of space and it would be hard to fill up and when working with the original design, I noticed that it called for a smaller lot as well.

    The courtyard, though, is actually a garage entrance in the original plans (not that I'm glued to them).

    If you could, elaborate more. I'm interested in what you have to say.

    Ive made some progress, but I'm having some memory based issues with mental ray (possibly a mix of the new anti-virus and some new windows applications I'm also running) It should be easily resolved and I should have a render done later on tomorrow.

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  • Original Poster
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    Found a couple spare minutes the other day and came up with this:

    simple-office-01.jpg

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    Looks very ordinary, which is always a good thing. It look good once you get the textures on there.

    -Pingangster


    Never explain, never complain.

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    I like that.  It would fit into midtown mid-rise buildings or into a suburban office park!  It looks great!

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  • Original Poster
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    Yup, that's exactly what I'm going for, something that would fit as an ordinary mid sized building.

    Some general work for a service entrance and roof:

    simple-office-04.jpg

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    Good to see you back after some time. Nice building there, a college perhaps. What's up with previous projects, like that mall/ hotel/ residential complex?

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  • Original Poster
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    I was thinking an office or something (but small technical schools are known to be in such buildings so college can also work).  As this style is fairly quick and easy to make I should be able to come up with a couple different varient and a suburban office complex can be created.

    I just found a spare couple of hours the other day to come up with this building, I don't know if I could continue that as this week I've got a few major papers due and I'm going out west for research purposes Friday night for a week or two.  I should be fairly free after mid to late May.

    Here is current progress:

    simple-office-07.jpg

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    That's looks great, I like the roof texture.


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

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  • Original Poster
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    Thanks, just looking at it, it looks a awefully bright.  Here's another creation:

    OBM-Day-01copy.jpg

    I've downloaded the 3ds max 2010 trial and I like the the many improvements that they have.  I might get a licence extention for it later on.

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    Looks good. What kind of a building is it? Office Building. The only suggestion I have is to make the roof lighter. I think a little contrast would be good.

    -Pingangster


    Never explain, never complain.

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