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SimHoTToDDy

SimHoTToDDy BATs

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He's right though. There is a slight purple (well actually a more reddish tinge) to the entire thing. At first I didn't pick it up, but when you enlarge a random pixel in Paint Shop, and then compare it to its Greyscale counterpart, you can clearly see what Nihon is talking about. Could've fooled me though, 'course the green background's minimizing it, being the opposite of red.

Greytest.jpg


 

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The purple will be perceived as grey in the game. Do the same thing for other "grey" (Maxis) buildings in the game and you'll find that none of them are actually grey, but in the blue-purple-pink range.


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

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    I thought it looked better with a subtle hint of color (even thought the renders looked remarkably desaturated. The in game is a bit more...colorful), I actually loved how it came out. Quite frankly I thought it looked more redish then purple (warm gray rather than cool), but its all interpretation 3.gif The gray scale version almost turns yellowy-green after looking at it in that picture, which would not have translated well.

    page 12 already? I need to finish these walls so I have something to show folks!

    -Todd

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    I think so too... It is a good idea, and to be honest completely gray buildings can be a bit tasteless in-game. Looks like you planned ahead Todd. 9.gif

    One thing I noticed is that the pixelated shot that Cockatoo showed actually looks incredibly purple, but the natural in-game look is quite realistic. I guess it really depends on perspective, eh?

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    I think it does look better with a hint of color. Jason did a study of Maxis buildings a couple of years ago and most of them had subtle hints of blue and pink to them. None of them was pure gray. On almost all of my textures, I add two layers: one with a soft blue color and one with a pink color, and then reduce the opacity.

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    We have a model!

    shtpripiatlongblockv1r0si5.jpg

    I despite being far less photogenic, I was able to find examples of all the parts I needed and, as a result, was able to come up with a building a lot more accurate than I could have hoped for. The roof is that bare, I represented everything that is up there to a pretty good degree, but I might add some more (like in my other buildings) if it is still not enough after textures.

    (it kinda looks like there is some co-planer stuff going on, but everything is lined up right, you are just seeing the seam of the two objects)

    Let me know what you think,

    -Todd

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    It looks very good.

    But if you wanna make it more realistic I would suggest to cut don on the number of the entrances. and also reduce the size of the windows . Good guideline would be to keep space between the windows (vertical) at least equal or slightly larger than the hight of the window.

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    Has potential..........and since you are creating it, well it will turn out great

    I hope!

    Consider adding a centrally located main entrace with a small overhang!!

    Might look good

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    I'm not sure, but I think in this building, the stairs lead directly to the apartments (that is, there may not be common corridors in the building), so each entrance may serve an individual stack of apartments.

    If this is the case I think the solution might be to make them smaller or less prominent in general, but not necessarily to reduce the number of them.


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

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    Based on what I've lived in and seen, SimHoTToDDy has the right idea. Though the doors are fairly large and 'out there'. I've seen small steel doors locked electrically for reasons I won't go into. These doors shouldn't jut out at all in my opinion.

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    Thanks for the comments guys, they mean a lot to me. I did think that the windows were large at first (and actually made them smaller... twice) but pictures I have show rather tall windows that don't follow SimFox's little pointer. The same goes for the entrances. I thought there might be too many at first, but due to the actual design of the building and photographic reference (which show them to go out about twice the depth of the balconies) I have been convinced otherwise. In reality, these are much more like porches, with side walls that are relatively open (I modeled them like that, but you can't see it in the end 15.gif ) and doors that are in plane with the wall of the building.

    shtpripiatlongblockv1r0fd2.jpg

    shtpripiatlongblockv1r0mf8.jpg

    shtpripiatlongblockv1r0mh8.jpg

    Anyway, first round of textures. Some little stuff I might change, but I tried to get the walls pretty bright without them being obnoxious. The roof is still irritating in its emptiness, but it is what it is. I saw some old pics with some TV antenna hanging around, but those never really turn out the way they should, It might be worth a try though. Back on topic, The base is something I'm not sure about yet, and the same for the windows (looks rather gray to me, but not bad at the same time...). And yes, I will be adding some stuff around the edges of the roof texture like stains or what have you and maybe add a bit more color (pending Jason's color analysis of course 3.gif ). Otherwise... Opinions?

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    Todd, this building will look right at home in my inner city residential areas, very Soviet Tenementy. If this is a low-wealth building..maybe there would be bits of debris on the roof too..

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    Well I'm not Jason, but here are my 2 cents.

    Brown is a very uncharacteristic color for these type of the buildings. There was on series but those were not 5 storey ones... I still aren't get along with the number of the entrances and the very fact that they are effectively doubled. It just isn't right. Just think logically what would those two windows between them be for?

    here is somewhat crappy picture (made with the phone):

    8b29fbc6ccdb.jpg

    PS.

    or is the one you're making from East Germany?? That would explain brown...

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    maybe it's from Serbia??? 4.gif it look awesome, i love it. The only thing i could come up with is those small windows, shouldn't they be a little bit lower on the wall( in the middle between two floors)???


    simtropoliussignature.jpg

    RSP is now on FACEBOOK

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    Well I'm not making things up, these are real buildings in Pripiat (or Pripyat) Ukraine that I am re-creating to the best of my ability. The doors, number of floors, and windows and colors are they way they are, and I'm not going to change them based on regional tendencies, I can show you the pictures of every thing if you like. The color might be a bit more orengy/red and perhaps more pale, but this is not much of a deviation from the array of representations I find in my pictures (just due to different lighting ). As per request of Shadow_Assassin in chat, I might do some more colors including some gray ones, but I still need this version for accuracy.

    Not to be cocky or anything, but if you do know why there are so many entrances in such close proximity (I have photographic proof that they are only those 2 windows apart mind you) I would love to know. One would expect the interior layout to be interesting given these circumstances, and when you think of it with Jason's point in mind, it almost works perfectly. I might look at the construction pictures to see If I can find a floor plan or something.

    BTW, Nice picture SimFox, the style matches almost exactly (down to the windows and the doorway overhangs). Although, if it was a communist era building, I suppose things were standardized no matter where you go.

    EDIT: here ya go folks.

    And this is one that gave me a good overview of the building, though, based on other pictures, I'm debating whether or not the colored areas are that pale or if its just the picture.

    1a1225456822de0.jpg

    Doorways, large picture, but it helps with seeing through the trees.

    http://www.panoramio.com/photos/original/16250754.jpg

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    Can you show us the photos you're working from?

    sh03cu5.jpg

    So this is generally what I'm thinking.  I added more peach to all of the wall textures, and for the roof, I made it lighter, and made the weathering along the edges heavier.  To make the decision about the roof, I put it into a screenshot of the game, and then made a new Hue/Saturation layer to desaturate the image, and then compared the values to Maxis buildings.  But of course the real roof is dark, so you might want to stick with the darker roof after all.

    I don't think there's anything particularly wrong with your texturing here, but this is the next step of tweaks that I would try out.


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

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    that's a very nice and adorable $$$ mansion.

    nah, just kidding

    nice prefab building. not exactly where I wanna live but well modeled nevertheless!


    k1v7e2y.jpg

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    Looks good Todd. I don't have any major suggestions. I think Jason's tweaks, particularly the lighter roof, would improve things. I might be tempted to change the roof on the little roof sheds as well. It looks a little strange. Maybe more asphalt/tar and less brown? I don't think the base foundation texture really works, but I think that's more a matter of personal taste than anything substantive. Anyway, I will definitely use this. The communists weren't the only ones who built these ugly things. This could easily be a public housing project in North America.

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    Hey Todd, this looks great. I agree with Jason on the roof texture: it looks better lighter and less saturated. I also agree about adding a peach hue to the walls.

    Regarding the roof sheds: I would go for rusty corrugated steel, so more gray/silver color and less orange. I might in fact reverse the black and orange patterns so that the black is rust and the orange is steel. Does that make sense?

    Also, what is the story with the checkerboard pattern along the base? If that's really how it looks, you might consider reducing the contrast just so it blends in a little better.

    Otherwise I'm really liking this. And I wouldn't worry too much about how plain the roof is: that's how it looks in real life. And if you modify the texture like Jason suggested, then the bare roof doesn't stand out as much.

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    This one is looking good, definitely a nice change from your drab gray ones. I personally like the darker roof better, but that's just me.

    -Pingangster


    Never explain, never complain.

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    oh, you posted just before me with the photo.

    I think you should go back and more carefully check over the proportions/sizes of the windows. Looking at the photo, at the building in the background, it seems like there's more wall (compared to window) than on your version.


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

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    Thanks everyone! I changed the texture at the base of the building, I had to make something up because what was down there (at least on one of the buildings) was yellow and black tile 3.gif I also changed the stairwell roof to something more metal looking with some rust. The whole roof of the building I changed up a lot, some spots mush lighter as Jason's, but I left it far less uniform and a little bit dark like the real building. I might go a little bit lighter in some places, but I like how it came out.

    I see what you mean Jason, and I just noticed what I did wrong with that back wall. I put those larger windows in the center (to match the front) when they should have been the same size. I'll go back and change that before I finish up. I'm not really sure why they look so much smaller in comparison in that picture (it only seems to be this one actually), when I look at the few shots I have of the back, they appear to be the same size as the ones I used on the front of the building, which makes sense. I'm not sure why they would use completely different windows on the back when the buildings are so uniform.

    Anyway, I think I have the textures where I like them. I made one version to match Jasons, but I took it  little farther and brightened some things up so it would be a little closer to white. I asked a few people in chat which one they liked better and all of them said the darker one.

    shtpripiatlongblockv1r0jy1.jpg

    shtpripiatlongblockv1r0lg6.jpg

    However, when I look at them photoshopped into the game, I think I like the lighter one. (CLICK IT!)

    shtpripiatlongblockv1r0jz5.jpg

    Any last thoughts? The sooner thins one is done, the sooner I can change it around to make the other variations here and there around Pripiat. 

    -Todd

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    nice one there todd!!...4.gif..very traditional and looks very realistic...

    wish you all the best

    Victor

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