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IDS2

IDS's (mostly) Minnesota BATs

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Wow look great, and I agree with Toothless Stitch.:)

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I would personally like for you to focus on your newer projects before enhancing the Hiawatha building. Otherwise it'd pretty much be like GTA V. It's a nice bit of DLC yes, but what we really want is a new game altogether. :lol:

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 1947 - 2016 

 

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I love it!!! :D

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-Simcity4fan12/Sgt Pepper -Kryptowhite -Jumpthefence -beutelschlurf -Hanson784 -Gwail -Don Miguel -Seraf -Kelistmac -Glenni -Aaron Graham -Vlasky -PBGV103 -Darknono35 -Evillions -lucky7- Parisian- Jackreid -GuerrilaWarfare -SimFox -un1 -Heblem -AlexandrosB13 -Anotn -SimHoTToDDy -Za

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I agree with Jasoncw. During the last five years overall visual quality of bats improved much. For me it's always sad to delete older content and free space for newer one, not because the model is bad, but simply because newer bats look better because of a better render qualitiy. Often I think, retired batters should have left their models, so they could be re-rendered. It isn't fair that older bats are forgotten simply because render tecniques getting better and better. And to update such bat classics as the Hiawatha Bank Tower seems a work of merit to me.

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Take your time! I'm glad you still interested in doing BATs in these difficult times :P

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"If you fall I'll be there"
                     -The Floor

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Oh my! Thanks for this update. I was in a bad mood before I started browsing what I missed on ST (was gone for a week), and when I saw a recent post in your thread, I thought something along the lines of "meh, another stupid thread bump. IDS seems to be gone as well, it's so sad..." but what do I read? Not only are you alive and kicking, but we can also expect some new action in this thread! This definitely lifted my spirits somewhat. As unimportant as it may seem, sometimes it's the small things like some unexpected bits of good news that add up towards making you feel better.

I hope you'll get those other export problems sorted out - have fun and good luck!

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-=| 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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Well, computer does that sometimes. It only means time for an upgrade! Looking forward for your next works. 


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Glad to see you back. :) 

I don't think those really need serious lotting. In real life most buildings don't have much stuff around them, and I think lotting can sometimes be a little overdone in SC4. (and this opinion is not related to the fact that I am bad at lotting too :P )

For the first two I think the first consideration is how you want the buildings to be positioned in relation to the surrounding buildings. So for example if it grows next to wall to wall buildings, how much of a setback you want. Or which side you want to consider to be the front. Or if you don't want there to be a back, etc. Once you have an idea of the building's position relative to its hypothetical surrounding buildings, the types of function that each part of the lot might have will be more clear to you. 

For the other building you can put a row of BATed trees in planters which would fill up the space and would look really nice reflected in the glass. 

But I also think a more accurate version would be good too, a 4x4 wall to wall building like the real one. 

I agree that the metal will look really nice. The trick to the metal, and also the glass, will be to BAT the lot and surrounding roads, and set those objects to be invisible to the camera. This building looks pretty good for that too, because the base where all the big reflective surfaces are are close enough to the lot/roads to have accurate reflections, while the tower has smaller more broken up reflective surfaces which will make it easier to make look good with a generic ground texture. 

 

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02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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On 23.10.2016 at 4:05 AM, IDS2 said:

I'm having trouble with this narrow 8 meter strip at the foreground - it's too wide for an alley, but too narrow for an entrance to a parking garage.

Much can be done already with using different ground/overlay textures - like quotation marks, underlining etc. can be used to structure written text optically, ground textures can be like an underlining of the buldings structure.

piazza-della-scala.jpg

 

Also some slim trees like aspen or cypress can do an effect like 'room dividers' if you have long repeating glass facades on the base. 

But I confess - I like the idear to add an underground parking entrance on the eastern part - maybe a slim parallel one way road and entrance and exit as separated parts?

[EDIT]

BTW. - will you continue the work on Hiawatha Bank Tower? I love the chiaroscuro of this bat, how geometry and light giving it something special.

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I also think you may be overthinking the lotting part a bit. ;) However, this statement alone won't be very helpful, therefore I'll try to sketch my basic thoughts when lotting.

The aspect that I regard as fundamental is tying BAT and lot together visually. A lot ends up looking bad if it appears to be a flat rectangle with a 3D model placed on it like an afterthought or a foreing object. How to achieve this, however? There are a few factors that contribute to this goal:

  • The predominant base texture must match the building as closely as possible. For example, when you look at a decidedly sleek and modern building that's dominated by cold, darker colours such as anthracite with a blueish tint, cream-coloured pavers laid in merrily swirling patterns won't do the trick in most cases. There will be a stark mismatch both in terms of colour palette and in terms of overall impression/mood. In an ideal scenario, the base texture will look like a an extension of the BAT.
  • Any features of the building should be echoed by the lot. A parking garage entrance means there should be a driveway, an entrance door means the area in front shouldn't be cluttered with objects that would impede entrance. A backyard side that will probably remain unseen by passers-by is a good place for dumpsters, boxes and other stuff. A lower building annex that's a bit removed from the road might look good when surrounded by a bit of grass, and so forth. Even tiny details such as seams between different lot textures lining up with edges or seams of the BAT can help a lot.
  • It's often nice when the seam line between BAT and lot gets interrupted by taller lot objects, rendering it less obvious. A few lampposts and trees can do wonders to conceal that line.

In practice, for the kind of buildings you present in the above screenshots, a neutral (but halfways matching) base texture, some planters, benches, trees and lampposts will pretty much get the job done, as Jasoncw said.

If you still feel that things just won't come together, feel free to PM me, and I'll see what I can do. :)

 

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-=| 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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Looks great!

I would actually say that 8 meters is enough space to stick a garage entrance (which would look great IMHO), depending on how accurately you want it to be scaled. I'm assuming it's an American building based off of the stuff you've BATed before so for an example vehicle I'll use a big one to make sure any normal-sized car fits: Ford F250. With the mirrors included they're around 106" wide which works out to about 2.7 meters. Since most cars made for SC4 have been overscaled to varying degrees let's say it's 3 meters wide. So side by side it would be 6 meters - leaving 2 meters to make up the clearance between the two and between each one and the wall. In my experience most parking garages are tighter than that with much more reasonably-sized cars so I don't think it would look odd at all.

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On 10/22/2016 at 10:05 PM, IDS2 said:

Thoughts? 

I'd love to give mine, but your image links are broken for me. Ima just assume everything looks fantastic for now, as I love your past uploads.

They're working now, and certainly looking nice!


  Edited by nos.17  
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Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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Wow!
Both buildings looks great IMO. Those sidewalks in the first one are truly beautiful.
I also think the night view is looking grainy. Have you checked if the Sampling Mode is the Classic Mode? My previews look grainy when I forgot to change from Unified to Classic.

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"If you fall I'll be there"
                     -The Floor

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