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Spanisher

Spanisher's Modd- & Batting thread

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    Originally posted by: ImVhOzzi

    Don't forget to make it growable! I would love to have this in my game.quote>

    - Sure I will! =) Hey whats that about "The Simtropolis Vikings? I would like to know more about that since Im hæðen...

    Originally posted by: TekindusT

    In my opinion, it's looking very nice; but it still lacks some more details like the kerbs and some more texturing on the shop. And on a more personal opinion, I love when real life billboards look good, they add an incredible amount of realism. Try to make the Repsol sign with the original italic font and to look for that stylized "S"...

    When you're done with the model (and nighlighting!), maybe you could m two lot versions for the station, a rural one (like the one in your pictures) and an urban one, without all these dirt grass...

    ¡Saludos a Mallorca!quote>

    Well, Last photos were not almost texturized. there are still some details to improve and well about the S. It would have to be just a italic s, but not the hole word or does?

    It isnt grass! its just a 3x2 tile I use as a floor guide Itll be removed =P Why then two versions?

    --

    Thankyou very much for commenting =)

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    Well. I have made some changes to the textures and the model and I have also put the enlightenment, which is anyway easy for me.

    render3lights.gif

    I love the roof ones =P, it is just a medium quality render and the model is now 2x2, dont know if the lot will be bigger but for now I think it will be ok just 2x2. =)

    Share your comments =)

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    That looks really good, can't wait to see that on the STEX. Textures are brilliant and I like the Repsol sign - sweet building

    Richard


    My STEX Projects: Cleaner's Creation Center vvvvvv My CJ's: Valencia (coming soon) | Espra |

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    Originally posted by: Cleaner475

    That looks really good, can't wait to see that on the STEX. Textures are brilliant and I like the Repsol sign - sweet building

    Richardquote>

    Thanks! Its been right now exported and lotted, I have a question how can I make both lots (Growable plopable and CS$1) have the same props and everything just the same? take a look:

    faerdig.gif

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    The lotting looks fantastic! 4.gif I honestly can't wait to DL these. Great work.

    I can't help you with your problem though, sound slike you need an expert and this isn't within my expertise. I'd advise you to go on chat and ask someone there if you want a good answer, pester them till they give you an answer too, some of them in there are very lazy 3.gif.

    All the best,

    Richard


    My STEX Projects: Cleaner's Creation Center vvvvvv My CJ's: Valencia (coming soon) | Espra |

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    Wow Spanisher this looks very nice.

    I hope you don't mind a small observation. If you place this lot with buildings on either side you can't get in to the petrol station as it looks at the moment?

    I'm also not too sure about the sign and the big tree, draws the eye away from your very nice BAT and looks out of place.

    Just my opinion....

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    Originally posted by: Hatchet999

    Wow Spanisher this looks very nice.

    I hope you don't mind a small observation. If you place this lot with buildings on either side you can't get in to the petrol station as it looks at the moment?

    I'm also not too sure about the sign and the big tree, draws the eye away from your very nice BAT and looks out of place.

    Just my opinion....quote>

    First of all thanks for commenting. I usually go fast with my bats. Well, respect to the entrance and way out of the Oil Station I have made a map, which has been already lotted, slightly differently from the C$1, its the plopable "lm"

    plopablelot.gif

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    Good to see it on the STEX, its a great mate, lovin it - you considering doing any more petrol stations? Would be nice to have a few of them.

    Richard


    My STEX Projects: Cleaner's Creation Center vvvvvv My CJ's: Valencia (coming soon) | Espra |

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    There is only one thing about the patrol station i don't like: The Maxis sign to the left. Great work though!

    You can copy and paste the vikings logo into you signature, if want to join the vikings2.gif

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    I think the BAT is great but I think the lot doesn't make justice to it, as mentioned before the sign looks out place, the cars seem to be or are parking in the sidewalk, the light poles are also not in the right place. The model itself has some issues that could had (have) been improved, like the textures and the nightlights, especially the one that iluminates what it looks like a ice freezer. But like I said it is really nice I will love to see this reloted.


    Don't forget to visit my BAT thread amigos!

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    Originally posted by: harishna

    I think the BAT is great but I think the lot doesn't make justice to it, as mentioned before the sign looks out place, the cars seem to be or are parking in the sidewalk, the light poles are also not in the right place. The model itself has some issues that could had (have) been improved, like the textures and the nightlights, especially the one that iluminates what it looks like a ice freezer. But like I said it is really nice I will love to see this reloted.quote>

    Well, the sidewalk is suposed to be on the other side of the "garden". I dont know anything about light poles lol maybe an update with another lot to choose between would be nice,...

    but for now, Im going to update at first my older creations, the NEED urgently an update now I learn the basics from iliveread.

    So sei es:

    vueling.jpg- Vueling tower: set reasonable price amount, lot & modd the comercial version (suggeriments for the job amount?) I still remember the inside mesh from this model and setting up enlightenment could be for me just insane. If you think I should, you could explain how 4.gif

    - Cinema KYNU: set reasonable price amount, lot & Plopable C$ (or C$$?) Needs more enlightenment?

     Kynum

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    It always good to revisit old work, hope you'll start a new BAT project soon as your becoming a really good batter

    Richard


    My STEX Projects: Cleaner's Creation Center vvvvvv My CJ's: Valencia (coming soon) | Espra |

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    Kynu suffers from really bad scaling issue and also tiling on rather pain texture of the wall is too obvious. Roof cracks are also way to big and prominent on otherwise featureless roof. Instead of creating something complex and organic you tend to go for some "cheap tricks" it really not the way to go if you want something look good.

    as for "enlightenment" what that supposed to mean? artsy cinema rather than plain ol' movies?

    With gaz station major problem is totally blown out textures of the roof. It is particularly bad in immediate vicinity of totally black of the "parapet". So two holes white and black - both are absolute No-No's of graphics, of any sort. You should always strive to keep brightness levels that preserve detail. Scale of the building seem quite good as does lot design. With limitations of SC4 you, imho, made pretty good job out of it. The issue of trees and sight are more or less matter of taste... The only thing I may suggest to consider is to move the building to the left so that the curved appendage/sidewalk thingie will cover the curve on the ground texture. May be you'll need to adjust the curvature a bit so as to hide base texture all together.

    artitecture

    Vueling tower also have some scaling oddities. However it is a bit difficult to see things. Why didn't you include zoom1 picture? The doors do seem a bit short for the sims passing nearby, but imho real issue is the overall architecture and style of the building. They really demand it to be much larger. this dissonance is particularly obvious next to the Maxis hospital Another rather absurd feature is placement of the signage and, particularly the poster/picture/add it will never bee seen from the street level.

    Of course, in the end, what does it all mean? Well, it could mean whatever you're prepared to assign to it. You really don't need to do anything, and people will be downloading it and giving you 5/5 or even 10/5. But I guess by now you sort of grasped the real value of those.

    If on the other hand you wish to improve, you should start thinking through your projects, as most of the mistakes imho come exactly at that initial stage. When you make a door, for instance you should know it size, but also why is it this size.

    Both GMAX and MAX are really design to work with precise numbers, you should follow this workflow. this way things will be much more under control. Also think your buildings structurally. For instance what would be floor space of Vueling tower. How much of it would be occupied by elevators? Where do those fit (their machinery)? Doing so would help you create much more realistic content.

    If on the other hand decide to play that old, tired card - I wanted it this way / it's not a recreation - you'll never progress.

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    Cleaner475: thanks, yes I'm thinking on a new tall building, but I still keep in mind the idea of batting a repsol sign and also a shell gas station 4.gif

    next

    Originally posted by: SimFox

    Kynu suffers from really bad scaling issue and also tiling on rather pain texture of the wall is too obvious. Roof cracks are also way to big and prominent on otherwise featureless roof. Instead of creating something complex and organic you tend to go for some "cheap tricks" it really not the way to go if you want something look good.

    as for "enlightenment" what that supposed to mean? artsy cinema rather than plain ol' movies?

    With gaz station major problem is totally blown out textures of the roof. It is particularly bad in immediate vicinity of totally black of the "parapet". So two holes white and black - both are absolute No-No's of graphics, of any sort. You should always strive to keep brightness levels that preserve detail. Scale of the building seem quite good as does lot design. With limitations of SC4 you, imho, made pretty good job out of it. The issue of trees and sight are more or less matter of taste... The only thing I may suggest to consider is to move the building to the left so that the curved appendage/sidewalk thingie will cover the curve on the ground texture. May be you'll need to adjust the curvature a bit so as to hide base texture all together.

    artitecture

    Vueling tower also have some scaling oddities. However it is a bit difficult to see things. Why didn't you include zoom1 picture? The doors do seem a bit short for the sims passing nearby, but imho real issue is the overall architecture and style of the building. They really demand it to be much larger. this dissonance is particularly obvious next to the Maxis hospital Another rather absurd feature is placement of the signage and, particularly the poster/picture/add it will never bee seen from the street level.

    Of course, in the end, what does it all mean? Well, it could mean whatever you're prepared to assign to it. You really don't need to do anything, and people will be downloading it and giving you 5/5 or even 10/5. But I guess by now you sort of grasped the real value of those.

    If on the other hand you wish to improve, you should start thinking through your projects, as most of the mistakes imho come exactly at that initial stage. When you make a door, for instance you should know it size, but also why is it this size.

    Both GMAX and MAX are really design to work with precise numbers, you should follow this workflow. this way things will be much more under control. Also think your buildings structurally. For instance what would be floor space of Vueling tower. How much of it would be occupied by elevators? Where do those fit (their machinery)? Doing so would help you create much more realistic content.

    If on the other hand decide to play that old, tired card - I wanted it this way / it's not a recreation - you'll never progress.

    quote>

    Ok, well I got tired from marking things on the quote post. So here is the answer, imho, imho, imho:

    Let's begin with the first paragraph. About the Kynu cinema, well its is in fact bad-scaled and the main texture is obviously missplaced it hasn't been also applied a gradient but when talking about cheap tricks you should change the tense. You should know these are both my first and second building and I'm pretty sure I have fixed a good amount of what you call "cheap tricks", which is just an awful way to say beginners tendencies. I hadn't really planned to make new renders I JUST pretended to fix the worst mistakes just as the lot amount (for those serious player paying 110000 for one of those ones may not pretty suggesting) so I wanted to fix that kind of mistakes and about the "enlightenment Conflict" I won't answer that as long as there won't be new renders for these buildings as I said above.

    Well, for the next paragraph I will re-quote:

    With gaz station major problem is totally blown out textures of the roof. It is particularly bad in immediate vicinity of totally black of the "parapet". So two holes white and black - both are absolute No-No's of graphics, of any sort. You should always strive to keep brightness levels that preserve detail. Scale of the building seem quite good as does lot design. With limitations of SC4 you, imho, made pretty good job out of itquote>

    I don't think there's a problem with the roof textures IMHO, imho I chose that and I edited them in photoshop as I desired and aplied the filters I wished. I think there's someone else on the thread who also liked them. The problem here is in my opinion the lotting which could be better an the maxis sign who makes no sense - but that's other thread-  Anyway, it's the most pacefully paragraph...

    The Vueling tower is indeed my first BAT it has a very messy mesh so much "cheaptricked" and if for some unknown reason I decide to render the Vueling Tower, it wouldn't be these, that means I would make a new one.  You haven't answered to the question I leaved in the previous post about that Building, so I won't talk more about this.

    Next pargrhrff. Well I don't know if It looks this but I give not so much relevance to the given stars, as you may think, when I upload a new content. It's pretty good to see how people likes your work and it's also good to see how some people take their time to write about one's thread but answering to any of the questions I left. Even this could sound awful it isn't, you have at least posted something while others keep in just reading.

    Well I think that's all thanks for the Brightness advice and for that last words, I have but improved - still a bit -

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