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SimFox's non-Asian BATs

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Personally I don't like the trees. They are too close to the buildings and they just don't look natural. I think that you should try moving them a little further away from the buildings and spread them out more.

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    To blow the dust off...

    I have an inquiry to make. Making Naberezhnaja tower I' ve come to point of indecision: should frames (particularly vertical ones) be thicker (20cm), or thiner (10 cm). These mere 10 cm alter the appearance of the tower significantly:

    Thick (20cm) frames Zoom5

    thikframesouthz5dx5.jpg

    Thick (20cm) frames Zoom4

    thikframez4bv5.jpg

    Thin (10cm) frames Zoom5

    thinframesouthz5zw8.jpg

    Thin (10cm) frames Zoom4

    thinframez4ri1.jpg

    With thicker ones the "exoskeleton" is very present at Zoom5 and sort of taking over. It does look good at Zoom4 though where it sort of melts into the glass curtain wall. With thinner ones this melting effect already very present at Zoom5. Frames are thin but clearly noticed and are ALL present, none disappears.. But at Zoom4 most of them are gone...

    So what does respected public think should there be 10 or 20 cm frames??

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    The 10 cm frames aren't very legible at zoom 4, but I think that's ok for this building.  But looking at photos of the building, it seems like 20 cm is closer to what the building really is.  At 10 cm, they aren't visible, and the facade turns into horizontal bands, and thats not the impression that the real building gives.

    It looks like they could be brighter though.

    Those metal overhangs at the base look great.  The entire thing looks great actually, lol.

    The only thing that sticks out to me is the mechanical floor.  I feel like that area needs more detail.  And I kinda wish they weren't round, but if that's what they are, then that's what they are.


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

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    OK

    I've decided on "Solomon's judgment" eg to spit the difference. New frames are 15cm in width (and I was told with some degree of confidence that is the real world size... It not overpowering at Zoom5 and still present at zoom4.

    I've also made the aluminum parts brighter. Also added some chamfering at the edges to get higlit from the son and diffuse reflection of the sky.

    Jason, actually when viewed from distances comparable to the game ones building does look rather like a set of horizontal bands.

    Machine floor is just a sketch now , just as a roof. There will be detail added to it. I've changed tilted bars from circular to square section - that is the way they are in real life. Of course real thing has a technical reasons. those outriggers are there to resist wind pressure. So their arrangement is dictated by this purpose and is not symmetrical. Question is should I follow the real thing or just make it look "nice" (btw is it nice anyway??)

    And here is a first pass at night view. It will be truNite, of course.

    southnight1ba6.jpg

    So tell me, is it too green? Is it too plain?

    How 'bout blinds? Are they too translucent, or not enough so?

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    It might be a bit too green.  I also think that there should be less lights turned on.  But I like how the lights line up a little floor to floor, like the same tenant has space on a few floors, and their lights are on.  The blinds are probably how they should be, but you could exaggerate them to make that detail more noticeable.

    I think the mechanical floor should be how it is in real life.


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

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    As usual, i just realized how much I suck when I looked at your latest pic 3.gif

    As for the lights, I don't think they are too green, but like jason said, i think if maybe less windows were lit it would look better.

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    Nabrezhnaja Tower C is about complete...

    I may make two more versions - one of the entire complex with two smaller towers, and another one on elevated base with underground parking.

    But for now this seem to be it.

    4e1559e02833.jpg

    So any opinions/suggestions??

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    It's a superb model and it looks great at night. I also like the roof junk. The only thing that kills it for me (although this doesn't look to be a universal opinion) is the glass texture. I think the glass is way too busy for the Sim City environment and should be a lot vaguer. To me it really hurts what is otherwise stunning work.

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    wow! 6.gif that is very good work there SImfox! i can't wait to put that magnifecent building in my cities 1.gif

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    Daaaang nice SimFox the roof is amazing, and the glass is phenomenal. Greaqt job!

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    Ok, Here is less reflective version.

    a17e7d6953d7.jpg

    Glass reflectivity had been reduced to absolute possible physically correct minimum - it is now clear unreflective glass.Of course there are some reflections will still be there but that is a consequence of Fresnel law and not any special treatment of glass itself.

    Also water reflectivity had been reset to it's physically correct values.

    So question is which version is better. First more reflective (Glass has 15% starting reflectivity - quite common in architectural glass), or second one

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    I personally prefer the second one. The glass on the first one was too cluttered although it did look cool.

    ngeeves

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    I perfer the second one also, and i agree what ngeeves said about the glass on the first one.

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    MG

    he-he... yeah... It is a grass straight from the game, but I guess it does look radioactive under the sun... I'll try desaturate it.

    BTW how about the pavement is it off too?

    BTW does anyone know how to deal with below the ground level stuff . One contained withing the lot...

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    yeah in fact i would desaturate the pavement and the water as well (not so much on the water,,,)

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    Originally posted by: SimFox MG

    he-he... yeah... It is a grass straight from the game, but I guess it does look radioactive under the sun... I'll try desaturate it.

    BTW how about the pavement is it off too?

    BTW does anyone know how to deal with below the ground level stuff . One contained withing the lot...quote>

    You could just leave the grass areas blank and use a grass base texture under the building too...

    As for below the ground stuff, I assume the "dealing with" is the walls on the outside that you don't want to show?  Keep in mind, only stuff that can be seen on the LOD will be rendered.  The trick is just to keep your LODs above the 0 z plane and what you can see within the whole will make in onto the FSH file, but everything below wont.

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    The building is outstanding.

    I have mixed feelings about the ground though. The point of it is probably has to do with materials and abstractness and stuff, and I think it achieves that here, but I don't know.


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

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