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autoVino

autoVino's bat projects

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Maybe you could toy with a parking lot image as the reflection texture?

This seems like a building in some suburban office center, so it would make sense it would be surrounded by asphault.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    modeling the interior:
    render002-6.jpg
    needs some cubicles and a bathroom... and some elevators, plants, stairs, etc...
    the "inside" is lit with florecent lighting, and the only outside sun that hits it is from the windows.  the florecent lighting is brighter here than in real life so that it would be visible.

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    Posted:
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    I think it might be a little too bright. I think you could make it all a little bit darker. I think that it would also look a lot better if the roof was grey (about the same color as the roof of that mansion in your screenshot).

    Your floorplan is funny, lol.


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

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Originally posted by: Jasoncw I think it might be a little too bright. I think you could make it all a little bit darker. I think that it would also look a lot better if the roof was grey (about the same color as the roof of that mansion in your screenshot).

    Your floorplan is funny, lol.quote>

     

    yeah, kind of haphazardly put together 3.gif


    th_game003.jpg  th_game002.jpg  th_game001.jpg

    a little darker, ie not as white.  I think it fits almost right in and I'll probably be keeping this day version.

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  • Posted:
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    anyway I'm back from russia.  here are some renders:

    blueman027ng7.jpg

    blueman026zv7.jpg

    the interior has been quickly modelled, not sure if I'll keep it that way.  I'm planning to make a swimming pool below the "mall" (with a glass ceiling, speaking of which the current ceiling needs some truss beams/arches, the current one doesn't look convincing).  Behind the mall will be a parking garage (which will extend underground).  Current plank white walls will have some sort of generic geometric design in them (stone textured).  May make a batted lot for this. 

    opinions?  2.gif

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    Posted:
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    my opinion is that it looks great 4.gif was the trip fun? I might be heading out to France for a couple of weeks in july (cant let you out-do me you know 3.gif)

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  • Posted:
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    it was pretty good, it was light most of the night though, so sleep wasn't an option :-p

    concept model, a large commercial office building (still in the early stages, it is huge!):

    render003-4.jpg image by autoVino

    (click for full zoom five)

    looks like I messed up the compression on this one, I'll need to make another one.

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    hey I wrote a maxscript! (it's a renaming tool)  the trick is to figure out how to run it 2.gif

    Code:

    macroScript renameObjects category:"myScripts" toolTip:"rename" icon:#("AnimLayerToolbar", 7)
    (
        rollout renamer_objects "Renamer" width:232 height:152
        (
            --constructin the UI
            label baseName "Base name:" pos:[8,8] width:60 height:16
            editText baseNameLable "" pos:[64,8] width:160 height:16
            groupBox optionsBox "Options" pos:[8,32] width:216 height:88
            radioButtons prefixSuffixNone "Placement" pos:[16,48] width:200 height:30 labels:#("Prefix",
                "Suffix", "None") default:0 columns:3
            checkbox number_yesNo "Number" pos:[16,96] width:96 height:16
            editText zeros "" pos:[120,80] width:96 height:16
            label numberOfZeros "Number of zeros" pos:[16,80] width:104 height:16
            button rename "rename" pos:[8,128] width:216 height:16
            --end ui Construction
           
            --event handelers
            on rename pressed do    --when executed
            (
                if baseNameLable.text != ""then    --if the base name is valid
                (
                    if number_yesNo.state then      --if the number box is checked
                    (
                        if prefixSuffixNone.state == 1 then--if the prefix radio is checked
                            for i in selection do i.name = uniqueName (baseNameLable.text + i.name)
                        if prefixSuffixNone.state == 2 then   --if the suffix radio is checked
                            for i in selection do i.name = uniqueName (i.name + baseNameLable.text)
                        if prefixSuffixNone.state == 3 then   --if the none button is checked
                            for i in selection do i.name = uniqueName baseNameLable.text
                    ) else      --if the number box is not checked
                    (
                        if prefixSuffixNone.state == 1 then--if the prefix radio is checked
                            for i in selection do i.name = baseNameLable.text + i.name
                        if prefixSuffixNone.state == 2 then   --if the suffix radio is checked
                            for i in selection do i.name = i.name + baseNameLable.text
                        if prefixSuffixNone.state == 3 then   --if the none button is checked
                        (
                            --This set of options can be dangerous! make a warning
                            if yesNoCancelBox "Your current set of options will rename your selection
                                set to the same name. Are you sure you want to do this?" beep:true ==
                                #yes then              
                                for i in selection do i.name = baseNameLable.text
                        )
                    )
                )
            )
        )
        --create ui
        createDialog renamer_objects
    )

    quote>

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

    it renames a selection of objects that you select.  I know there's already a tool like this available in the bat4max, but it was from a tutorial (and I got a little more creative with it).

    to run (you first have to paste this into the maxscript listener and compile it though... press enter):

    From MAXscript user refrence:

    To use the script, you can go to Customize... and drag the script from the category "myScripts" to a toolbar, a menu, a quad menu or assign to a keyboard shortcut.

    quote>

    this script will allow you to add a prefix and a suffix to any group of objects without adding numbers.  This was a little pet peeve of mine when using the bat4max renamer.  Otherwise it will do the same thing as the Bat4max version.

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    what do you mean how to run it??

    you register it by evaluate function and then find in MysScripts category in tools . Create new Toolbar and move it then. If needed you can dock that tool bar to the main one...

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

    more modeling.  Added a little depression and some window detail.

    render0021wg8.th.jpg  render0019iz7.th.jpg

    render0020qm6.th.jpg render0018qi6.th.jpg

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

    south view: click to view full resolution

    Widened the stairs by two meters, hopefully that looks better.  Also "carved" two long small depressions into the walls of the below-ground plaza.  These will hold plants/vines and the plaza and stair lighting.

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    Posted:
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    Looks good!!! You know what this would be great as... an Orchestra House

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

    smith004.jpg
    smith003.jpg
    smith002.jpg
    smith001.jpg
    a real quickie bat (45 min).  Just trying to put together a few industrial looking bats for the game, b/c the maxis ones are beginning to pop-up too much.
    Not really going for super quality here either, trying to make it look unique yet interesting (not to mention quick).

    The coloration and modeling is pretty much done.  May add a couple of props here and there (and a front door :-p) but that would be all.  Needs night lighting too, maybe a couple of quickie people if I have time.  I will probably be making many of these 4x4 industrial buildings.

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    Posted:
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    I know the building is supposed to be cantilevered, but I think you should add some columns to help show that it is above ground. The isometric view doesn't lend itself well to cantilevers like that.

    I think the building is off to a great start, but I think it definitely looks like a 45 minute building. I think the textures still need more work.

    And somehow I totally missed that other building you're working on. I really love the size of it, since in real life there are a lot of short but huge buildings. How big is it though? You might need to get fancy modding done if it's going to be a growable over 6x6.


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

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    got the night renders...

    night003gk6.th.jpg night002ej7.th.jpg night001cp0.th.jpgnight004hv2.th.jpg

    columns would help... it does kind of look odd wihtout them in the isometeric view (looked fine in the perspective while modeling).

    but I'm definatly going to hold off on releasing this to the stex since it needs a few more touchups... not to mention a good night lighting rig.  I just can't seem to get it right.  The day seems more or less okay though, imo.

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

    rusummer1: very few

    Jasoncw: maybe... but every time I try for a bit darker I get too much cyan.  This one I specificly turned on an anti-cyan color correction to remove all (or a good majority of it) of the cyan from the render.  The only thing I don't like about that is that it tends to change the color of the lights a bit (I have a feeling that I'm missing just a tiny thing that would solve all this 3.gif).

    YourTruNite rig would be nice to look at, maybe I could try to adapt it to my scene if it is slightly different.

    here is a concept: (the large buidling is still being worked on, it's far bigger than a 6x6 btw, but this one is a 6x6 industrial)

    render002-7.jpg

    render001-6.jpg

    the scaling may look off at the base, but that's only b/c there isn't a refrence object there.  The Warehouse doors are ment to be 2 stories tall, and many more wide.

    I forgot railings on the service stairs for the smokestacks.  You'll need a good stomach (and a strong heart) to go up there 2.gif.  

    This is a 135min bat so far (including render time).

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    Posted:
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    Lol that sure is massive. I like the different industrial bats i see here, but the garage doors on your latest, even if intended to be big, seem a little too large.

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

    my mistake, the garage doors are actually 1 simFloor high (4m)... I guess the reflections are tricking me.

    render013-2.jpg

    render012-1.jpg

    render011-2.jpg

    render010-2.jpg

    render009-1.jpg

    (this page is heavily tolling on my photobucket bandwidth  33.gif)

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    about ready for a texturing job:

    render015-2.jpg

    render016-2.jpg

    may add a couple more details, such as let the service spiral staircase from the secondary furnace (the oddball box sitting above the small office complex) extend down into the office building and maybe an occasional forklift or person here and there.  (maybe even some steam!)

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