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On001222 Thailand Bat Thread

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  • Original Poster
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    The models generated nearly complete Only the beautiful decor. I took the photo to see more progress.

    49301079.jpg

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    It's pretty good! You've made a great progress over the course of your few last bats!

    You need to address the texture/color issue though. You grass is positively radioactive/poisonous. And so are most of other colors you use. Particularly yellow. You really need to dial them down quite a bit (both saturation and value) also avoid "pure" colors as if they were plague! They don't exist in real world, and that's why they make any model look, well, like a model, rather than real thing.

    Also "dirt" on the roof texture is too DG as well - it is too amorphously smooth. You need some broken irregular but shaper/sharper edges to it. Windows could do with some "life" in them too.

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  • Original Poster
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    Thanks Simfox I follow everything you said.

    UPDATE

    554cc.jpg

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    Originally posted by: on00122222222222222

    My new BAT. I need some advice from you guys.

    lpn.pngquote>

    I pass this building on my way to work! Looks good 1.gif well done!

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    Hmm... I think the colour of the grass, the yellow lines on the street and the colours of those umbrellas are still too intense. You could try to decrease colour saturation quite a bit, and maybe decrease brightness as well.

    I see that one of the lower rooftops reflects the building - is it really that shiny? I mean, in real life, the roof will be bleached out by the sun and exposed to dirt and rain. I doubt that it could look like a freshly polished marble floor.

    Finally, as SimFox said, the texture on the highest rooftop somehow looks very undefined around the edges. You cannot really see that the roof has a certain thickness, it looks as if it was just a few millimetres thick. Making the texture a bit darker around the edges could help.

    The windows appear more lively than before, but I think you might try even more contrast. The windows are small, so a window map with more contrast and variation should help to make windows look slightly different.

    All in all, I like this building very much so far! It has an interesting shape and should work well in game. Not to mention that there are tons of details to look at... beautiful!


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    I'm sorry, but i don't really see anything done "as I've said"

    The grass is exactly same:

    71e93bae6d1c.jpg

    if you have done anything to that texture it is clearly not enough as it appear in the new render exactly as it was in the old. Nothing, as far as I can see, had changed for windows or colors either and the roof is as "cloudy" as it was. So why do you say "Simfox I follow everything you said."?

    As far as I can see the only change is the plants on the roof patio. And as such I think an unfortunate one... The models you use now are clearly inadequate - they, plain and simple, disappear...

    So here is a little list of things I believe could benefit this project:

    235e25e8619d.jpg

    1. these really shouldn't be reflective, especially the roof, not in such a extremely smooth, one giant mirror like fashion. Also the wall bit is as far as I can tell is simply gray painted concrete...

    2. trees... well these really got to go...

    3. you need to get rid of this cloudy dodge and burn things on the roof texture. It would be better to have some unmodified quality texture slapped on the roof than this mess.

    4. both yellow and green of the grass are positively radioactive. Calm them down and darken the grass by quite a bit.

    5. I believe this bit should also be gray - same color as the gray bit on the wall at the top of the tower.

    You can find a lot of reference material about this building here: http://www.prakard.com/default.aspx?g=posts&m=1397896

    44831cb823.jpg

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  • Original Poster
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    You Do not misunderstand. I say to that is an old picture. I'm perforations is improved and modified as you are told. I thank you very much for pictures and instructions.

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  • Original Poster
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    I Create new model

    avertn.jpg

    tyvert.jpg

    Rebuilding.

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    I've been in Bangkok for a few days and seen a lot of the buildings you have made..great modelling but the textures need some work, they are all too white. Seeing the buildings up close they aren't as bright as you are making them out to be..take the Arnoma Hotel BAT, it's so white when the actual building has a lot of peach on it...I think taking Jason's texture advice in a tutorial where you add a peach layer to the texture with 10% opacity would help a little..but explore the SC4 pallete a lot and it will help you.

    arnoma(1).jpg

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  • Original Poster
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    Hello

    I created a new model.

    How can I get a reflection of the glass.

    30768289.png

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    Hello

    I created a new model.

    How can I get a reflection of the glass.

    First of all, Awesome work! :D

    And you need to create an environment first :)

    An environment includes a ground plane (which the glass can reflect off), and a realistic sky (also known as mr Physical Sky).

    I recommend you read the post I wrote to ExtraNoise in his thread.. it will help you out a lot! :)

    https://www.simtropolis.com/forum/topic/42299-library-tower-us-bank-tower/page__view__findpost__p__1140238

    In order to set-up Mr Physical Sky.. Go to Render > Enviroment > Change Enviroment Map to "mr Physical Sky"

    For the glass itself, wether you're using a Standard material, or Arch & Design.. You need to add something to the reflection.

    1. For reflections in Standard Material, go to "reflections" and click and find "raytrace"... After raytrace is selected, I recommend having a reflection at about 22.

    2. After that, you need to set-up a little bit of bumpyness to the reflections; Go to "bump" and click on the rectangular box and find "noise". After noise is added, make sure the size is around 2.2.. I usually have noise set to a level of 15 - 20.

    For more complicated, but realistic looking glass.

    1. Make a new Material, where it says "Standard".. Click that, and find "Arch & Design". Press that, and select a template. I recommend selecting "thin geometry" for the glass. Play around with the materials.. Also, since you didn't model the floors, I recommend having no opacity :)

    , Kelly Dale

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    We, stardust, are the oddest observers of self (a.k.a. the universe).

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    I just want to say that that building looks amazingly good! I love it, can't wait until you complete, I might start reserving a space in my city for it already :). Great work mate, your talent is amazing.

    Richard


      Edited by Cleaner475  

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

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    The roof texture looks too stretched...I'd really work on that before anything..model is good though as always.

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  • Original Poster
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    Thanks for the advice everyone. But now I have not changed anything. I would take advice from you to edit.

    81298057.png

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  • Original Poster
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    I can edit them as you suggested. But not all the changes. I'm grateful for the advice. And I'll change reflects the new glass.

    ioiot.png

    86350469.png

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    Wow!!! your geting better and better. keep it up.:thumb: I would say that the glass noise need to be turned down a bit but I'm not sure.:???: The only reson I said that is because of the upper part of the building that's it.


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  • Original Poster
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    Test Lo size abou 2x4

    73004446.jpg

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    That is great!! :D

    As Aaron stated, tune it down a little bit (the noise) and make the noise a little bit larger.. maybe by 0.3+ or so :)

    As for the color.. the color needs to be changed (in my opinion anyways).. Just play around with the settings until it looks better! Great job! :D


    We, stardust, are the oddest observers of self (a.k.a. the universe).

    I'm just a group of atoms typing this.

    What do I know?

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    The bump/noise map is clearly carrying over from one window to the next. This makes the building look like one solid piece of glass. The easiest way to fix that would be to follow Jason's tutorial. Just pay attention to the part about bump maps, and if you have 3ds max 2011 there's a randomize option built into the multi/sub material under the "Switch color/map based on" tab so you won't have to search for a script online. Hope that helps.

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    Looks good!

    The only serious problem with this model is that noise on the glass material bump is flowing from one glass panel to another seamlessly. You should create two identical glass materials and change in one of tehm Phase of noise. And assign these to the actual polygons in check pattern.

    I would also increased the size of the noise to something like 3 meters and made bump less prominent (perhaps 0.03)

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    Or in my opinion.. Just create a UVW Map.

    UVW mapping.. then press on "box". But the Length and Width to each width of one of the windows.. then the height to each panel.

    I think that'll be much easier :)


    We, stardust, are the oddest observers of self (a.k.a. the universe).

    I'm just a group of atoms typing this.

    What do I know?

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  • Original Poster
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    Thanks for the advice everyone. This time I still do not have more models. Because I have to work.

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  • Original Poster
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    Hello.

    I create new model

    Baiyoke sky hotel 2

    72286800.png

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    Is this the tallest building in Bangkok? Wondered when you might try that.

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  • Original Poster
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    UPDATE!!!!!!!!!!!!!!!!!!!!!!

    63611739.png

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