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TatooedMillionaire

TatooedMillionaire's BAT Thread

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

Hi,

I'm working on this new BAT of a building in Amsterdam (at the Wijttenbachstraat)

The building is built around 1885 and demolished around 1995.

I think the BAT will be allright, although I'm having doubts about it's size (will it fit 2x2 or 2x3?)

Things I have to work on:

  • textures
  • the roof in general
  • the back facade
  • chimneys, roof windows
  • the little corner shop.
Here are some screenshots:

Wijttenbach4.jpg

Wijttenbach3.jpg

Wijttenbach2.jpg

Wijttenbach1.jpg

If you have comments or questions, please send them in.

TatooedMillionaire

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

Awesome work!

I must ask, do you Dutch batters all have some special dutch secret, your all so awesome 3.gif

You have some great details there, and the textures are look awesome.

Have you considered creating some diagonal buildings? There are many amazing Dutch buildings on the STEX already, some diagonals ones would really add something extra.

Anyway, keep up the good work 2.gif

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stick with preview renders, the veiwport shots dont do much. its an amazing model, mjig is right, i have never seen a bad dutch batter.

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So far so great!  Very nice work.  If I have one critique it is the stairs are way too steep.  I would pull the first few stairs out in front of the front wall, and make them 0.3 to 0.4 tall per step.  Other than that, keep up the great work!

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One tile in SC4 is 16x16 meters. 

Look at the bottom of the screen, and it should say "Grid = X " down there.  That is how big your grids are.  I'm pretty sure you accidentally modeled your building too big.

But anyway, it's looking really good so far.  1.gif


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

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

    This is how things are going now:

    Wijttenbach5.jpg

    - The roof is (almost) finished

    - The corner shop needs signs, sun screens and fruit stalls

    - The back facade is still missing (I've got no photo's of the back so i've got to make something up, I can't go there and check it because the building isn't there anymore)

    - Night windows have to be made

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

    oh and about the size... the problem is not how big it is in Gmax, because I can rescale it, but how big it will be in the game (2x2 or 3x3 tiles?)

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

    I think I'm ready to render this now, this is how the previews look like:

    Wijttenbach6.jpg

    The problem is stil the size. It will fit 3x3, but because the building is not as wide as it is long, there will be a difference in how big the sidewalk is, and for a wall 2 wall  building, that doesn't look too nice probably.

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    Posted:
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    Great work!, would be great for my upcoming CJ. Do you dutch people have some secret for BATing?

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

    Excellent model!!! 44.gif

    You should improve textures of the roof, to add spots, to show wear.

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

    Here are some in-game pics, you can see it doesn't make a straight line with the other buildings.

    Twickerdam-Jul-3.png

    Twickerdam-Jul-2.png

    I have to re- render it anyway, because there are some little mistakes I saw when i looked at it in- game.

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    Posted:
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    GREAT WORK; AND YOUR BUILDING LOOKS GREA.

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    Posted:
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    Yeah, you need to do some pre-planning with wall to wall buildings.

    The windows should be quite a bit brighter, and more color.

    glassze5.jpg

    Here is a texture given to us by one of the Maxis modelers.

    To apply a single window texture over multiple objects, read the texturing tutorial in my signature.


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

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

    I've made one side of the building a bit longer so it will fit the 3x3 lot easier, and I think it will look better now with other wall to wall buildings:

    old:

    Wijttenbach7.jpg      

    new:        

    Wijttenbach8.jpg

    as for the windows, I will not apply any texture as long as I haven't foud out how I can have them transparant as well (at the same time). Maybe if someone can help me with it?    

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    Posted:
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    Simple, you just reduce the opacity in the material editor!4.gif great work by the way, i love it, lotsa nice details!

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

    yeah, but when I apply a bitmap in the material editor, the opacity button is gone from the menu(s). So, is it possible to apply a bitmap and still have transparency?

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

    About the window textures: my personal opinion is that when it is transparant it looks better. The one with the texture looks a bit flat:

    transparant:

    Wijttenbach8.jpg

    textured:

    Wijttenbach9.jpg

    please tell me what you think....

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

    Well, i guess I'm making too much of a point here, It probably does look better with the texture. Anyway, after some more improvements, this is the thing that I think I'm goig to render:

    Wijttenbach10.jpg

    Wijttenbach13.jpg

    Wijttenbach11.jpg

    Wijttenbach12.jpg

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    Posted:
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    I think there needs to be an ad somewhere or other....just my opinion.

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

    Jasoncw: About the window UVW  map: that's exactly what I did, maybe I can play with the size of it some more.

    Spike354: as in a picture on the empty walls? I don't think I will do that, it's not so common in the neighbourhood this building was in, and this building should be wall to wall with other buildings.

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  • Original Poster
  • Posted:
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    Another question:

    I don't know much about LOD's, but is it possible to create them in a way that only the building is covered? I mean, the default ones are boxes, but is it possible to have the open area in the back not covered in them, so that I can place props in the garden at the back of the building? 

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    Posted:
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    Im not to smart, but you should still be able to put props there if the LOD covers it

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