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delija21

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this start really well ! Nice work !


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

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WOW!! Great BATs!!!!!!!!!!!!


-Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

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  • Original Poster
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    It's pretty much finished....just have to add some little details

    blok63textured.jpg


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    Oh wow, it looks great! The wall textures are proportioned much better in terms of grime, and the subtle color accents look perfect. My only concern is that the roof texture is too plain, try mixing it up a little it more with some subtle dark spots or maybe increased contrast in select areas. I think a building with such an interesting facade should have an equally interesting roof.

    Planning on making any other variations of this monster, different "tower" arrangements and the like? If there was ever a good building to do it with, it would be this one.

    -Todd

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    Looking good.

    one thing, though, that may make it looking better still - try to introduce some variance into the brightness of the windows. Now they are all absolutely same...

    Also the hosting you use now and particularly what and how you place in the messages is a bit uncomfortable. It incists on opening all those pest rubbish windows and to see the whole thing one need to go through too many stages.

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    I don't care what the "market" says, this already has a guaranteed spot in my CJ, however it is (almost) always more realistic to have a few different shapes when you are working with a building like this. I do like what you did with the roof though, it looks much better. I'm glad you got your lighting worked out too.I have to agree with Simfox on the variation of the windows, the illuminated ones seem a little too flat and consistent. Add some contrast and go to town with the Burn / Dodge tool so there is a difference in brightness between the different units. One other thing I might point out is to turn on "illuminates the scene" and "visible in reflections" under your window material's "self illumination" so that the balconies will receive some of the light from the window (it makes a huge difference 3.gif )

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    What type of window textures you used and where did you get them from? If you're kind enough, can you send them to me?

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    Well...that all sound interesting and i would like to do as you both suggested, but the problem is that all my windows are standard materials, not Arch&Design and i have no idea how to make it work with A&D materials...so if any of you could explain me how to, i'll gladly do it


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    For adding variation to the texture, just adjust it in photoshop, similar to how you changed the roof texture before.

    As for the self illumination, one of the more experienced BATers can probably give you better instructions then this but here goes nothing.

    In your scene, click on a new material, hit the button that says "standard" and select (what should be) the top material, Arch&Design. Put your window bitmap in the diffuse slot. Go down to the Self Illumination tab and check the box (turning it on) and also "illuminates the scene" and "visible in reflections". Then put your window bitmap in the "filter" slot under Self Illumination as well.

    You should now have nice illuminated balconies 3.gif

    -Todd

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    Very nice BAT delija looking very nice!


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    But should i choose "Kelvin" and what value or some of the colors, and what about "Psyhical units" and "Unitless" and what value should i put in them????


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    Yep: SimHotToDDy has said all, pretty much... there isn't really much more to it - it very straight forward...

    Well... actually there is one thing that may further enhance it...

    You see when you putting bitmap into diffuse slot you actually braking a bit the laws of physics, or to be precise the illusion of those laws in MentalRay. It must be said that MentalRay isn't really so called unbiased renderer eg one that tries honestly (or to the best possible approximation of honesty) calculate the physics of teh effects. MentalRay (same like V-Ray and most other photorealistic renderers) does cut some corners and fakes thing or two. Still the controls it opens to the user are created with real physics in mind. And information from these controls tells MentalRay what physical effects to fake.

    Anything in the diffuse slot is, by definition a reflected (through scattering) light. But the light windows you see at night aren't reflected reflected light. They are active light. So putting anything into diffuse channel only confuses the reality for Mental Ray and causes it trying to fake something that doesn't exist. So the best solution would be to have nothing in the defuse channel. Absolutely nothing. that also include color. Diffuse color should be absolute black. The bitmap should be reserved solely for the Filter map of Self-Illumination.

    As for Kelvin temperature it offers a slight adjustment of the tint of the illumination provided by the self-Illuminated material. It only matters when you select pure white as a color of you self-illumination. And even then when combined with gamma correction it is way to diluted. If, on the other hand you use any other color or bitmap as a filter it's effect is virtually unrecognizable.

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    Thanks guys...i really appriciate your help. So how about something like this.......???

    svetlad.jpg


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    Hi guys...could need some help here. I've some rendering problems with the blok above....when i try to render it everything goes just fine while it's rendering day views,but when i try to render night views it stop at about 50 % and i get an error message saying "mental ray has encountered a fatal error and the application will now shutdown. The error is MEM 0,4 fatal 031008, can't allocate 862452 bytes" Do i need more free space on my HD, or how do i fix it??? Btw, here is another version...Blok 61

    blok61resized.jpg


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    I don't know about this type of errors, I don't use BAT4MAX or 3dsmax of any kind! Anyway, did you try searching before asking?

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    I'll try again.....i know it's a memory error....so i was thinking to upgrade my OS and Max to x64, but will i be able to open a x32 max file in x64...i've read somewhere that there are some problems opening files but i don't know what problems??? Hope someone can help me out with this couse i'm stuck


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    Nope, shouldn't be a problem at all. Unless you have used some 3rd party 32bit plugins in your scene and will not be able to find their 64bit versions...

    The dreaded compatibility issue is only with older versions of Max being unable to open files created in newer versions.

    Do try to stress test your system with Prime95. You may also have some hidden faults in your existing memory...

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    "The error is MEM 0,4 fatal 031008, can't allocate 862452 bytes"

    Are you using 3dsMax 2010?

    The error is caused by:

    - a 3dsMax bug

    - few ram meory

    - too much polys

    Now, you have to:

    - merge the current scene in another scene

    - use BSP2 as accelerator or BSP setting 50 and 10 in the two boxes

    - try to use proxies

    When using 2010 version I've noticed that lots of errors are invented by Mental Ray. Above 500000 polys, Mr becomes crazy!


     

    my website:

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    Sorry to hear about the rendering error. These kinds of things can be frustrating! Hope you get it resolved as I like the new building. I use almost all of your bats in my cities and this one will no doubt also be joining the plugins folder.

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    another commie from Novi Beograd....Blok 23

    blok23new.jpg

    Blok 61 and 63 are finished....going to render first one tonight, so i hope it will be on the STEX by the weekend


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    Looking good ready to see it finish.


    -Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

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    Woaw ! Those monuments looks awesome my friend ! I'll use them for sure !

    The new block is looking extremely good too !


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

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    These are looking pretty cool! The new (small) one doesn't look quite as polished as the rest, but Itghink that has something to do with the font used and the difference in the texture between it and the "bust". The Giant one is neat, although I think it might be beneficial to adjust the circular base plane, not sure how, but it doesn't seem to mesh with the rest of the sculpture ( mainly the pillar thingy).

    Best of luck,

    -Todd

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    Just a quick update on the remaining two blocks of the "Bezanijski blokovi" . Both are Z4 zoom

    blok61resized.jpg

    blok62.th.jpg


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