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nathanthemayor

NTM's BAT Workshop II

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Actually I think this is your bet project so far Nathan and it seems that you actually taking the time to do things more carefully

one thing it seems like the the sign on the roof is floating, it would b nice to also look at your model from the other angles


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  • Original Poster
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    Okay, update pic from 3 sides:I am finding textures for the remaining areas and finishing the existing ones.

    bat2y.jpg


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    In your east pic I can see that the roof is sticking out of the wall and the curved rood is taller than the actual wall, btw what is that covered area supposed to be?


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    In your east pic I can see that the roof is sticking out of the wall and the curved rood is taller than the actual wall, btw what is that covered area supposed to be?

    I think by what you mean by "Covered Area" is the garage bays. I will have the doors modeled in the next update and I will fix the other stuff you mentioned.


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    Okay just an update, still have to texture some stuff and need to desaturate the garage door.

    bat3w.jpg


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    are those garage doors the same size?

    Now they are......

    Anyways, i desaturated textures and started nightlighting(Although it doesn't look good-I'll have to fix it). As for now, modeling and texturing are complete.

    bat4d.jpg


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    Okay, probably the final update, I modeled some things I overlooked, fixed the last textures, and modeled the seperate sign, and fixed the nightlites. Note:About the window panes on the left, I'll fix that before exporting.

    bat5.jpg


      Edited by nathanthemayor  

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    Patience you getting there you can still makes a few changes to make it look better

    first the curved roof looks as it is missing the texture this is a common issue in gmax, just re-apply it (make sure that the little checker blue and white box its selected).

    The nighlights still need work you only got one illuminated panel, given that this is a big open shop it doesn't make sense if the lights inside are on the other window panels should be on aswell. Also the window that it lighted at night looks weird, is it supposed to be the shop entrance? if so you need to model the door frame but if it is just a huge single front window it is probably intended to show what is inside the store so yo will need to make it look as if there was something inside.

    The roof sign is levitating.

    The front walls are too white (too bright) use something a bit more grey with a light tone of yellow or grey to it.

    Finally overall the separate sign looks too bulky.

    Good work so far


    Don't forget to visit my BAT thread amigos!

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    first the curved roof looks as it is missing the texture this is a common issue in gmax, just re-apply it (make sure that the little checker blue and white box its selected).

    I'll fix that. Also, it was the wrong one I wanted. That issue comes up frequently with me.

    The nighlights still need work you only got one illuminated panel, given that this is a big open shop it doesn't make sense if the lights inside are on the other window panels should be on aswell. Also the window that it lighted at night looks weird, is it supposed to be the shop entrance? if so you need to model the door frame but if it is just a huge single front window it is probably intended to show what is inside the store so yo will need to make it look as if there was something inside.

    I fixed the panel problem(Forgot to extrude it), and putting nightlights on the other windows....

    The roof sign is levitating
    .

    It is? I have it in the roof right now in GMAX.

    The front walls are too white (too bright) use something a bit more grey with a light tone of yellow or grey to it.

    I'll change that too...

    Finally overall the separate sign looks too bulky.

    I modeled it via google street view, so that's how it is.


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    Posted:
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    It's getting better and better, but in addition to what harishna mentioned, the repetition on the roof textures is very obvious.


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    Okay, I fixed the things Harishna mentioned:

    bat6.jpg


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    Posted:
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    looks soooo much better Nathan! I will also listen to what Twrecks said about the roof textures. And how about showing the building from all the angles again? If you wanted you could make the windows look less dark during the day view, too much black for my taste but, like I said it already looks way better you should feel proud of yourself.


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    For those who have followed this thread closely since I started it, you may remember that I started a project called Mecca Billiards. However,I trashed it because it had too many problems.

    Now, I have decided to redo it.

    Bing Maps View

    Dimensions

    This building is about 14m wide and about 46.5m long. The "bulge" (that big thing on the roof) is 26.5m long, roughly 7.5m wide, and starts about 15m from the front facade

    I used 10m for the height

    Here's the basic model(I'll have to realign the back and side walls a little bit)

    bat1n.jpg


      Edited by nathanthemayor  

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    Posted:
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    Pepboys looks great! :ohyes:

    Good start on Mecca, however 10m seems a bit tall to me, the real one is more in the neighborhood of 6 maybe 7 meters high. Your model right now looks nearly equal in height and width, but the real one is quite a bit wider than it is high. A nice start nevertheless!


      Edited by IDS2  

    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

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    ^^ I think he did that to prevent "BAT-squash"...

    Anyway, I see you're making wonderfull progress, Nathan! Your previous building looks actually pretty good (well, it's still a bit "ugly", but it's a realistic model of an "ugly building"). Considering from where you came from, your models have progressed from bad to more than decent, and that's impressive. Keep on going!

    Starting again on an earlier project is not a bad idea. I do this with my dutch signage set now for the fifth(!) time (although this set is completely restyled to the new signage style of today...)

    Good luck with the restart of your project :thumb:

    Best,

    Maarten


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  • Original Poster
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    Pepboys looks great!

    Good start on Mecca, however 10m seems a bit tall to me, the real one is more in the neighborhood of 6 maybe 7 meters high. Your model right now looks nearly equal in height and width, but the real one is quite a bit wider than it is high. A nice start nevertheless!

    The height was what Todd(SimHoTToDDy) suggested.

    Anyway, I see you're making wonderfull progress, Nathan! Your previous building looks actually pretty good (well, it's still a bit "ugly", but it's a realistic model of an "ugly building"). Considering from where you came from, your models have progressed from bad to more than decent, and that's impressive. Keep on going

    The RL PepBoys was ugly?

    Anyways, update, I modeled the basic roof and bulge, as well as the second door on the front facade.

    bat2i.jpg

    EDIT:Whoops, I will have to solve the roof problem....


      Edited by nathanthemayor  

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    IDS2: Check the real building, look at the proportions, and then include scale and you should come up with around 10m for the front facade. If the front wall is about three and a half door heights, and a door height is (scaled up) 3m, then 10m would be approximately correct.

    Nathan, just remember that single doors are about 1m wide. Both doors on this building are single doors so yours should not be as wide as they are currently.

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    Nice start you have, I will like to see how this bat goes. :D


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  • Original Poster
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    Okay here is an update. I modeled the back cornicing(Although i will need to fix it), as well fixed the front doors, and started texturing and nightlighting(Although I will have to desaturate texutres). Next update will be the back door.

    bat3a.jpg


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    (Throws spitball at old Mecca Billiards Picture :P)

    Well, I changed the roof texture and did some other work. I'll have to fix the back facade map and next time I will showcase the back. That will definitely be the next update!

    bat4q.jpg


    Click the links below to visit my:

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    Posted:
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    definitely is looking better now we talking about some real improvement in your work, nevertheless there is plenty of room for improvement I would say to leave the texturing to the end, haven't say that I can't shake of my head to see that ugly white line on the texture applied to the roof.

    Make sure to model things precisely and don't just stack objects over each other, the facade for example is not seamlessly matching the side wall- it looks clearly as two different objects.

    The front and back parapets need some work, the one on the front is not matching with the facade and the steps on stair-looking parapet at the back are not equally distant and/or centered).

    Sorry for my rushed reply


    Don't forget to visit my BAT thread amigos!

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  • Original Poster
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    I learned how to align objects from a tutorial. I also will have the fix the fact the mural shows on both sides(Red) and the bulge texture(Green).

    bat5.jpg


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    Posted:
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    besides attaching objects (you should already know this) you can also detach and apply different materials (textures) to each object, you can also assign different material ID and use a sub/multi material


    Don't forget to visit my BAT thread amigos!

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