Jump to content
Ceafus 88

C88 Productions | Projects by: Ceafus 88

1,138 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

The fire escapes look too chunky atm. The bars look kinda like thick boxes. Make them thinner. Other than that it's turning out to be a very nice, small BAT.

  • Like 1

Oh darn!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

What you have now are two fire escapes, for each of the buildings, put into one area that's not very well served by natural light.

sharedfireescapeexample001_zpscfd50aa6.jpg

I suggested something like situation 1 - a shared fire escape, shared means both building would have access to the same fire-escape - or, that just one fire escape would be needed for both of them.

While i've seen shared fire-escape between different buildings, i'm not sure about wheter this could be a likely outcome for this specific set of buildings . however, their layout seems to suggest it.

Then, situation 2 would allow you to have one fire escape for each building, but i placed them outside of the recessed area (one fire escape casts shadows, and would make a dark area even darker).

It's also possible that what you have now is the most likely outcome, and all of my guessings are wrong...normally i would not like to talk about anything unless i'm fairly confident that something is likely or unlikely - however, i don't have enough datas to claim that, therefore take what i'm writing now cum grano salis (i.e. don't take it too seriously).

.

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

nice building! :)

not sure if you've done so already but I would suggest to minimally (0,05-0,1) chamfer the edges of the building, this way they will appear more natural. Or as an alternative you can use the Round Edges in the Special Effects rollout of the material map (only if material is Arch&Design I think)

  • Like 1

My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

With all due respect -

Actually, not even single bricks are in line, they slightly extrude, and the moretar between them is slightly recessed - rowhouse stoops would probably not be exactly flat, too, because people might have built them with a very slight slope to help rain flow away (sometimes they did) - then, the door and it's carvings might be corrected too, perhaps the door might have started leaning on one side after all those years, and perhaps the sawmasters who crafted them in first place might have made some line that's 0.002 mm wonky here or there....if someone made a nice design for a plot that's labelled to be 25 ft wide, chances are that it's actual widht might actually have been 24'10'' or 25'1'' .... why not adding all this, and then do some nice 0,05-0,1 chamfering here and there? I'm sure it would make the building appear more natural....

Why am I so critical of this?

Recently i've been working on this:

bromleynewbrownstones31121_zpsdcb6001d.jpg

And actually a 0,05 difference matters quite a bit.

I add 0,05 more, and the windows would start looking like deep wells (beyond what can be expected to be true) - 0,05 less and they would appear flush with the wall (another unrealistic situation) - 0,05 more, and the cornices around the windows would literally jump on your eye, 0,05 less, and you would not see them at all...

I could agree on the statement that nothing IRL is perfectly flat, or straight, or even.The size of those inaccuracies, however, is usually even smaller than the size of small details (e.g. one brick would probably not stick past the mortar line for more than 0,01 mtrs, it's progressive weathering and wearing through the time might have softened it so much that there's 0,0005 of chamfering on it's edges, etc, ect) ... modelling those inaccuracies with dimensions that would belong to small details would force you to, in turn exxagerate small details even more (and far more) than what the SC4 perspective already requires you to -

If it was done in this way, you'd get a much worse lack of realism, rather than the "realistic" situation you mention.

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Francis:

I'm not sure what post you are responding to, but you don't need to model those extremely small details to get more realism. A simple, large noise map in the bump slot with little strength will fix the sense of cg in the large flat surfaces. I do think that you should use either a bump map for the bricks (a brick bump map in composite with a layer of big noise set to overlay or something similar), or the bump map as just the large noise with a 3d displacement map, in the mentalray connection tab, under displacement. You will have to unlock the displacement in that tab before you can use it, but the map you can use for it is very nice and controllable.

Andisart:

I don't think that's the problem here. He has 2 colors of bricks at a corner, red and dark grey, and the bricks on the red side seem like the have no thickness. Make the red brick side longer (and a seperate object) and give it some thickness. Aaron did that in the example he showed.

  • Like 1

Oh darn!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Francis:

I'm not sure what post you are responding to, but you don't need to model those extremely small details to get more realism. A simple, large noise map in the bump slot with little strength will fix the sense of cg in the large flat surfaces. I do think that you should use either a bump map for the bricks (a brick bump map in composite with a layer of big noise set to overlay or something similar), or the bump map as just the large noise with a 3d displacement map, in the mentalray connection tab, under displacement. You will have to unlock the displacement in that tab before you can use it, but the map you can use for it is very nice and controllable.

I'm replying to Andisart post above mine - who actually suggested to model some of them - i asked him wheter it was the case to model each and any inaccuracy or infinitesimal detail a building would have, and moreover, doing that, at 10-20 times their size.

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I don't think he did suggest to model the things, he just said to chamfer the edges so that it isn't a straight 90 degree because the corners looked weird.

  • Like 1

Oh darn!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Sometimes it might happen that two walls, treated in different ways, meet at the very corner of a building.

This would be one example - perhaps those were all bricks at one time...now it's painted orange bricks on the front facade, and plaster (?) on the sides.

That's a second one - and this would be a third one.

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

so farso good, but I think that the font of the BAT need some textures contrast, like add some gray or white textures for the windows edges or something :)

  • Like 1

.....

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    RowHouseUpdate26_zps67d3aacb.jpg

     

    Pardon my absence, but now trixes are over, and the over-hyped SimCity is now released and failing as expected, I can get back to focusing on my works, and getting these finished up for the community, I fixed the fire escape as Francis suggested, thoughts?

    • Like 4

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Well, the fire escapes look spot on to me! :)

    • Like 1

    -=| 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 |=-

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Those fire escapes are fantastic.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Not sure how I missed these before today; I like these rowhouses a lot! Relocating the fire escapes did the trick.

    • Like 1

    Returning soon[ish] from a long time away...

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'm afraid there's a lot of redundancy there - landing where there shouldn't be, sometimes covering the stair ramps.

     

    There are two ways it could work:

     

    fireescapetypes_zps2e642e18.png

     

    Landings in red, ramps in green - basic scheme, only relevant things shown.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Roof texturing is amazing.....you've just raised the Bar higher for everyone else.

    • Like 1

    You know you're Working Class when your TV set is bigger than your Bookcase

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    This is a fantastic piece of work.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    It would be better to make the landings face the windows, and the ramps face the yard.

     

    While designing things like this, it's not a bad idea to imagine yourself in that situation, i mean, to imagine yourself walking on that fire-escape - i found it to be an helpful strategy with a lot of things.

    • Like 1

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections