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Sky Guy

Southeast Asian Homes

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 Ok, I know Im doing this backward (opening a bat thread after uploading) but Im planing on making these houses a ton better and then replacing the old ones

I need all of your help as this is like my second time at the BAT

Here are the houses, there are two versions

gable:

Picture3-3.jpg

Do you think that the windows should be there? Anything wrong with colors, etc (i know there is)

Now Hip roof:

Picture5-1.jpg

Now how can I fix this weird roof problem? Please give me suggestions, like how to make the roof more realistic. 

Thanks


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    Thanks, are those houses in Southeast asia? I thought that there were bright colored houses over there, but I might be wrong- I was just trying to recreate these that frogface made:

    Gorilla.jpg


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    I like them but agree they should have more neutral colored roofs.

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    Thanks for the help. I have changed the textures to more neutral, and added a brown and maybe some others 

    I have a new problem though, how do I get this roof texture to go straight instead of diagonal?

    Picture3-4.jpg


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    How I've been doing it is apllying a uvw map (via modifiers/uv coordinates) and then using the gizmo tool (click on modify/uvw mapping & then gizmo, then the rotate tool) Now you can rotate textures independent of the building.

    (however I am new at this and there may be a better way)

    However I assume you want it facing down on each side which I think means you may have to something else, sorry.

    (possibly convert to editable mesh, choose face and then select each face and apply the textures separately?)


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    Thanks, Thingfish- I figured it out. I also added some more things, but how do I get rid of these weird shadows?

    Also don't worry, I am still going to darken the textures and stuff, but for now the shadows:

    Picture2-7.jpg 


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    Okay I have made a lot of progress, but I still want you guys to voice your opinion on what else you want (ex: darker roof, more variety, different walls, etc) I have five different versions:

    Red.jpg

    Blue.jpg

    Brown.jpg

    Green.jpg

    Orange.jpg 


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    Well, I don't play with this kind and style of buildings, so I'm probably not the most qualified person to give feedback.

    Anyway, first of all: congratulations! Looks like you have overcome a lot of problems, and you really did make considerable progress. 4.gif

    Some things I'd look into would be the walls, which might benefit from at least a bit more variety, the windows, which at this point are simply black holes, and, most importantly, the rooftops. Currently they are not necessarily too bright, but definitely oversaturated, and not just a bit. The brown one is ok, but all the others could be desaturated considerably IMO.


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
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    Hey thanks T Wrecks- I will work on those-

    One question, how would I go about changing the windows? I mean, wouldn't they be black no matter what unless you zoomed in really close?

    Thanks


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    I'm with T Wrecks - not the sort of building I download or use in my cities.  But the modelling looks pretty good.

    The one thing that glaringly sticks out to me is the color of the roofs; I've mentioned it before, I believe in the comments page on Frogface's original upload.  For me, the colors are too vibrant and unrealistic - bright blue or green or turquoise roofs just kill it for me, especially when they're next to buildings with more subdued or realistic textures.  T Wrecks mentioned it was the saturation levels - for me it's that, as well as the general colors themselves.  Even if you were to desaturate that ultramarine blue texture in Photoshop, I suspect it would still be too blue and unrealistic; it would remind me of very weak toilet bowl water, like after you've put the little blue sanitizer in the tank and flushed it a hundred times.  Maybe it's a bad analogy, but that's what I'm getting from the color of that particular texture.  The others are just as vibrant and bright as that...

    I must say your wall textures are really good - if every starting BATter had textures like that, they'd be on the road to making consistently well-textured BATs.  They have just enough variation and wear and interest, which may be why I am so fixated on the roof textures; it's almost like the walls don't match the roofs, as if there were two different styles going on here.  One style is very realistic (the walls) and one is almost cartoony (the roofs).

    Window variety would also be good, as someone previously mentioned - shades or drapes or whatnot, to give them each a little bit of different interest.  Of course, the next huge hurdle is nightlighting, which you need to take into account with regard to your window treatments and design.  What's on the floor that we will see?  How are you going to light these?  What colors, how bright, and which windows will get light?  These are all questions you need to consider for the next big step, and ones which will need answers and solutions before you're ready to test and upload.


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    GOOD TEXTURES ARE MADE, NOT FOUND.
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    Hey thanks for all the help guys. I have desaturated a ton, and made three different wall types for more variety.

    One thing first, I still want to keep the colors, as thats what they look like in southeast asia

    Take a look at the rooftops from this pic of Bandar Seri Begawan:

    Housetops.jpg

    Ok now heres the houses- oh and I also changed the windows tell me what you think

    Picture10.jpgPicture15.jpg

    Picture8.jpgPicture6-2.jpg

    And Im not sure about this one: do you think I should make it solid orange instead every other tile white?

    Picture11.jpg

    Now, nightlighting: When I got these models from Frogface, they were already night-lit, so I haven't messed with them, but tell me what you think:

    Picture16.jpg

     


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    Re: the roofs - well, if that's what you're going for, then you've achieved it. Again, not something I would download, but don't let that deter you.

    Re: the nightlights - ugh, nightmaps. The "Bob Goulet" of SC4 nightlighting. Nightmaps are barely okay on Maxis buildings, I'd suggest doing real nightlighting with spots and omnis in gmax, rather than relying on the "nitelite" nightmap prefix to the window textures.

    I would also suggest adding some sculpted props to the backyards - since the yards are within the LODs, you wouldn't be able to put props in them in the Lot Editor, so you must include them in the BAT itself. It's not too hard, just takes a little patience and trial and error when it comes to get scale right. Even if it's just a hedge or small tree or something, to add variety to them, I think it would definitely bring them to life.


    ldrxcth.jpg

    GOOD TEXTURES ARE MADE, NOT FOUND.
    (I get tired of saying that in BAT threads.)

    "Never keep up with the Joneses. Drag them down to your level." - Quentin Crisp
    "I believe in talking behind peoples' backs. That way, they hear it more than once." - Fran Lebowitz
    "Ordinary morality is for ordinary people." - Aleister Crowley
    "No one ever said on their deathbed, 'Gee, I wish I had spent more time alone with my computer.' " - Dani Bunten Berry

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    Thanks madhatter, As I am very new to this, is there a tutorial on doing that kind of nightlighting?

    Also, Im not sure what you mean when I cant put props in, because in my first release, the trees,, pools, etc were all props I added later, but maybe Im just not understanding you....


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    Originally posted by: Sky Guy

    Thanks madhatter, As I am very new to this, is there a tutorial on doing that kind of nightlighting?

    Also, Im not sure what you mean when I cant put props in, because in my first release, the trees,, pools, etc were all props I added later, but maybe Im just not understanding you....quote>

    If you wanted to put props within the fenced backyard area of your BAT, you wouldn't be able to in the Lot Editor.  The LODs of the building would prevent this - in the Lot Editor, if you took a prop with the intention of placing it into that backyard, it would disappear because the prop would fall within the boundary of the building - since the fence/walls are included in your BAT in gmax, they are rendered as part of the building itself. 

    So when you see a small building with a large rectangular fence or fence around it, the computer/processor/game sees just a "big rectangle" which is the LODs; you can put stuff outside this "big rectangle" in the Lot Editor, but not within it.  So if you wanted to put a hedge or a BBQ or a kids' swingset in the yard, you would have to make it part of the BAT and model it in gmax and make it a part of the export.

    Hope that makes sense.  Or I hope someone could explain it better than I could...


    ldrxcth.jpg

    GOOD TEXTURES ARE MADE, NOT FOUND.
    (I get tired of saying that in BAT threads.)

    "Never keep up with the Joneses. Drag them down to your level." - Quentin Crisp
    "I believe in talking behind peoples' backs. That way, they hear it more than once." - Fran Lebowitz
    "Ordinary morality is for ordinary people." - Aleister Crowley
    "No one ever said on their deathbed, 'Gee, I wish I had spent more time alone with my computer.' " - Dani Bunten Berry

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    nice my friend !


    52921863727_e6820624fa_o.jpg52922443566_95f91e5bfb_o.jpg 

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    Thank you Kelistmac!

    @madhatter- Ok, I understand now, and I am totally willing to bat some detail in the yard, but does it make a difference if the building is a prop or something, because like I said- in my old version, I had palm props, pools, etc in the back and they worked fine. Here's a picture:

    Picture2-4-1.jpg

    P.S. sorry for being so dumb, if I still don't get it....

    Oh and I am working on night-lights, so...yeah

     


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    If the building was indeed a prop, then it could be done in the Lot Editor. But personally I find that things never look quite as good when done this way - scales don't quite align (the building prop may be right, but the lot's props may be slightly too large to match it), shadows aren't cast properly, etc. It's one of the reasons why you can't effectively place props on top of buildings, especially with regards to shadows not being cast...


    ldrxcth.jpg

    GOOD TEXTURES ARE MADE, NOT FOUND.
    (I get tired of saying that in BAT threads.)

    "Never keep up with the Joneses. Drag them down to your level." - Quentin Crisp
    "I believe in talking behind peoples' backs. That way, they hear it more than once." - Fran Lebowitz
    "Ordinary morality is for ordinary people." - Aleister Crowley
    "No one ever said on their deathbed, 'Gee, I wish I had spent more time alone with my computer.' " - Dani Bunten Berry

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    Thanks madhatter, I am working on the lighting, and I have a question: How do you get rid of the nightmaps?

    Also, in order to make the windows see through, is it just the texture, or do you have to make the actual box see through- if so how?


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    Originally posted by: Sky Guy

    Thanks madhatter, I am working on the lighting, and I have a question: How do you get rid of the nightmaps?quote>

    Just remove the text "nite" or "nitelite" from the name(s) of the object(s) which would be lit (in this case, the textured splines or boxes that make up the windows.)

    Also, in order to make the windows see through, is it just the texture, or do you have to make the actual box see through- if so how?quote>

    It's an adjustment to opacity in the texture itself.  In the middle section of the Material Editor, located underneath the Self Illumination option, you will see a box for Opacity - it's a matter of lowering the opacity from the standard 100% to something more workable.  In most cases for my BATs, I use the recommended 40% which phillipbo has in his tutorial in the omnibus, though it depends on what end result I may want for the nightlights.  I then use omnis and target spots for the actual lights inside the building; sometimes omnis can be unpredictable, but you just have to keep messing around with them to get them to do what you want them to do...

    FAIR WARNING - this method of nightlighing in gmax takes a lot of patience and trial-and-error.  Very seldom do you get it right in the first five minutes of lighting a BAT.  There's a lot of tweaking and lowering and raising and moving and redoing things, and many, many, many test renders.  The results are usually worth it, but it's rarely a quick and easy process.  I've often said in others' BAT threads that texturing can take far longer than the actual modelling of a BAT - sometimes, depending on what you're trying to achieve, the lighting can take just as long as the texturing...


    ldrxcth.jpg

    GOOD TEXTURES ARE MADE, NOT FOUND.
    (I get tired of saying that in BAT threads.)

    "Never keep up with the Joneses. Drag them down to your level." - Quentin Crisp
    "I believe in talking behind peoples' backs. That way, they hear it more than once." - Fran Lebowitz
    "Ordinary morality is for ordinary people." - Aleister Crowley
    "No one ever said on their deathbed, 'Gee, I wish I had spent more time alone with my computer.' " - Dani Bunten Berry

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    Hey thanks, ok now I have been working on the lighting, and heres how it looks so far:

    Picture5-3.jpg

    How do I make it brighter and more visible?- would I use spots?

    Also, what about the floor texture should I get a new one?

    Any other suggestions would be great!

    Thanks 


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    If I were you I would just use nitemaps, instead of trying to light up the rooms with nitelites, but I'm lazy. Like madhatter said, that method takes more trial and error. All of the settings are described in the BAT Essentials tutorial in the Omnibus that madhatter mentioned.


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    Spots would make the floors more brighter and visible. I like it so far, but I don't think every room has to be lit up at night though. You made some great progress on the roofs, good job! 2.gif

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    Don't overdo nightmaps, unless if you make your own and through trail and error. But, you could dirty up the building because in life, not everything is clean even if Southeastern Asia. But overall, you're making progress!

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    Thanks for all the support- I am getting several different opinions here:

    Should I use maxis nitemaps, or still try to model the nightlights?


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    Ultimately, like a great British occultist once said, "do what thou wilt, for that is the whole of the law." In other words, do what's best for you when it comes to nightlighting. My own preference (prejudice?) is against nightmaps - I feel it's the cheap and cheerful way of Maxis to solve the lighting problem for BAT, and unless all the windows are frosted/clouded glass, there's no way that a lit room will show as a general, flat color in the window.

    You could lighten the floor texture a little, as well as use a spotlight pointing down on the floor. I usually don't use spots, as I tend to rely on omnis of various strength and position, but like I said, it's a trial and error procedure. Often, it can involve changing the floor texture and lightening it, or even redo-ing it, but the results are usually worth it.

    For me, if the window is small, or frosted glass like I mentioned earlier, I would use a nightmap. But I much prefer seeing a bit of furniture and floor detail when I do my BATs, so I do take the time (and often the trouble) to light them using omnis and spots...but, like I said, ultimately it's your BAT, and do what you feel comfortable with and capable of, and (more importantly) will get you the result that you want...


    ldrxcth.jpg

    GOOD TEXTURES ARE MADE, NOT FOUND.
    (I get tired of saying that in BAT threads.)

    "Never keep up with the Joneses. Drag them down to your level." - Quentin Crisp
    "I believe in talking behind peoples' backs. That way, they hear it more than once." - Fran Lebowitz
    "Ordinary morality is for ordinary people." - Aleister Crowley
    "No one ever said on their deathbed, 'Gee, I wish I had spent more time alone with my computer.' " - Dani Bunten Berry

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    Okay, thanks. I think I will just use nitemaps- I finally got the problem fixed by reinstalling everything including simcity 4.

    To make the windows more interesting though, I will add a divider, etc instead of only nitemaps.

    I will post some pictures soon, but in the meantime, I have been drawing some designs for different versions of the house.

    Tell me which ones you like best!

    Picture1-6.jpg


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    Okay everyone, I still want to hear your opinion on the above ^^^^^^^^^^^^^

    I did a test export and lotting. Tell me what you think

    Picture2-8.jpg

    The roof colors almost seem too drab now, what do you think- should I make them brighter?

    Any other constructive critisism welcomed! 


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    Too drab? Either we have a totally different perception of colour and saturation, or you should check if your monitor calibration might be slightly off. Either way, I think they look fine now! 1.gif

    As for the gables, I can imagine the result: Ask peope whether they prefer A or B, and they will probably say "both". In other words:

    Which shape do you prefer?

    [_] A

    [_] B

    [_] C

    [_] D

    [X] All of the above

    [_] don't know

    3.gif


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    lol, thanks Twrecks.

    I have started working on something a little different. Opinions?

    Picture3-6.jpg

    Picture2-9.jpg

    I am planning on making this style of house with slightly different colors for more variety.


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