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Amthaak

hkabat-forum-threads Amthaak BATS Thread

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    Hi Francisco, It is just the begining with max, never use before. So, for the bdg, you should have more stuff on roof and entrance roof like vegetation (here is a pic of the entrance). On the back side there is also a swiming pool. Remember that it's a 4 stars hotel.

    image00e.jpg

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    I should repeat Bixel's remark - it is very, very good. and entrance is very good too. The only criticism I would make is that inbetween floor space it too big, if you wanna keep the proportions of the original design, but it looks totally fine as is if you don't care for it.

    Personally I would make one departure from the original - replace the dead wall facing street (?) with lobby windows or some such, with may be a loan in front of it...

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    Bixel and SimFox: Thanks a lot for your support and comments, they are more than welcome44.gif. Yes, I agree that the original base is quite "empty", your proposal is very interesting and I 'll work on it. About the space between 2 floors, it is actually 4m. I did it according with some comments which said that a cube with the specific angle view in SC4 doesn't look like a cube , and the hight of it must be multiplicated by 1.33. I found it a little bit to much and I normally use a factor of 1.25 But to your opinion what should be the correct hight? 42.gif

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    Francesco, i'm italian.Francisco is actually the spanish translation of my name.Don't care, i'm quite a perfetionist....

    Anyway, in my opinion the basement looks nice as it is, if you have some ideas i will be happy to see them.

    Also, are you planning to do some interior modelling?I ask that since i see that your glass texture is quite transparent, so maybe you will need it...but making a good interior modelling is quite difficult to do....my suggestion would be to use an opaque texture insted, so you don't have to worry about it.

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    Very sorry Francesco. For the time being I am not really working on the textures. It will come after the batting. The transparency you see is just some test I made to practice the mapping tool which is really more complex than the one in Gmax. So, here another evolution of the base and I made the floor space at 3.5 but for the 2 first which still remain at 4 .

    render04.jpg

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    Amthaak:

    you should really use preview tool rather then such undetermined sized perspective render. It introduces perspective that wouldn't be in the actual game view, so you creation will look quite different.

    I would strongly suggest to get the normal floor hight back to 4m while making first two about 5-5.5 m tall.

    In my previous message i referred not to the overall floor hight, but rather for th relative proportions of teh actual windows hight to the space between them (vertically speaking). So, looking at your last image (although I still strongly suggest to do the preview at zoom5 and look at it) I would get back those "stolen"0,5m to the windows portion, leaving the space between them as it is now.

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    Hi SimFox:  I'll got it, I was quite anxious to use again the preview tool, as I didn't get the things correctly at the begining I used Max. I undestand also why F9 is called "fast preview". But (of course ) you are right (and I thank you for that), I need a real preview to check what it will be in the game. So here we are. I can really see, that I have to resize the depthwich is disproportionate with the length.

    render05s.th.jpg

    Now about the floor high, I will come back to 4 (instead of 3.5) , but for the 3 first one they are definitively higher than the others . Here a pic showing the difference. You can clearly see that the windows of the the 3 first floor have 2 horizontal frames instead of one for the others. So...42.gif

    genimage6.jpg

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    Oh, you don't need to be sorry at all.

    It's always good to practice with new tools, and you're going to learn very fast...it's quite surprising to see what a complex model you choose as a first try with max...anyway i believe you'll soon became an expert with 3ds max.

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    You've done a fantastic job on this so far. My suggestions are too change the roof texture (current one isn't that good in terms of image quality) and maybe darken the windows just a tad.

    Have you found those characters on the side of the building yet? Once you have a front on image of them, you can just trace around them in a viewport and then whack them onto the side of your building.


     

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    yeh - your roof texture is really low res. Something I have been doing with my roof textures

    grab some concrete texture from here >> http://www.cgtextures.com/

    make a material - call it con1, add your bitmap concrete texture. Just after you have loaded it double click on the Bitmap square (where if you toggle up 1 level it will say Standard - but we want to change the bitmap - not the Material)

    It will open a list menu - select Composite, it will ask to keep old map as map #1 > say yes. On the #2 slot double click - select Bitmap, select a new concrete texture, and then on the rollout where it says Output, change the output level to .5 or .25 or .75 depending on how much you want to bleed through - test it a couple times. You can make really nice concrete rough roof textures this way - without have to use photoshop and making a new texture.


    I love coffee and buildings.

    You can find more info about me here > http://nbixelsimcity.tumblr.com/

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    Cockatoo: Thanks a lot my friend for your encouragement.

    Bixel: That's exactly the kind of tip I need, 1...,2...,3... . I really appreciate that you understand that on top of the difficulty of understanding max itself , I also have the language problem...! It will be heaven if I can do roof textures like yours. Thanks a lot for sharing.44.gif

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    Some floors may be taller than others.

    If you go to Emporis.com, you can see if your building is there. That will give you the height of the building, and that can help you figure out how things should be. In real life, floors are commonly over 4 meters tall, even though 4 meters is standard in SC4.


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

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    Hi my friends! Just start working few days ago on "River View Hotel" of Singapour BAT. In fact I redone everything from the beginning as I was not satisfied with the first BAT (which was much for me a 3ds max tacking possession). I found that the BAT was not close enough with the real bdg, so, hereafter is the new one.

    Thanks a lot again for your comments an support.

    BTW if someone can help me for the chineese characters I 'll be very grateful.44.gif

    render06.th.jpgrender062.th.jpg

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    I see you have remodeled it... Well it was pretty good to begin with. But such an attention to proportion is really admirable! It will be very good addition to the game.

    I am a bit apprehensive of the contrast levels... I men shadows seem too deep and bright spots too bright... But I personally more concerned about shadows...

    Also I think windows themselves could be brighter.

    Do you want to model Chinese characters of would simple texture be enough?

    logo.jpg

    What version of MAX are you modeling it in?

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    Thank you all for your warm "Welcome back", I have to admit that I was quite lazy for batting during this summer.

    Francesco, thanks for yr comment about the strange shadow on the right pillar, I think I can fix it.

    Hi Leugim, what about your trees, will you take them only for you?

    Hi Swat-medic, thanks for visiting my Bat thread. I'll work later on the textures. For the time being I'm just concentrating on Batting and try to  "dominate" Max...!

    Dear SimFox, thanks for your nice words about the "very good addition to the game", coming from you is rally a great compliment. I agree with you , I also find the shadow a little bit to strong like if the "sun" was very strong (maybe it's because we are still in summer...)

    For the windows , I 'll work later for better texture (I am still testing the material editor which I find a lot more complex than the one in Gmax...!, in another hand it's really more powerfull)

    I would like to model the chineese characters in order to have their shadows on the wall. I think with a texture I will not get the same result. Thanks anyway for the hotel logo, I already use it for the R of River and the V for View , but the chinese characters are not enough "lisible" to allowed me to model them. I will need in fact bigger ones.

    I am using 3 dsmax 9.

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