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  • Original Poster
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    Here are the screenshots you all asked for:

     

    8afcd2507617ea3418db695971e34404969e86e4

     

    Well, it was really only Maarten, but still...   :rofl:

     

    8afcd250763e305e727b2c351a8fccdcb78eb7cf

     

    Enjoy!

     

    P.S. In the next version I will remove the yellow strip of paint around the roundabout. It's ugly and I hate it.

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    I think you should sort out why the arch & design material is showing up black when you try and use it.  And then once you've sorted that out I would start using that instead of the autodesk materials.

     

    A lot of your materials are very shiny, for example, the brick you have there is more like polished stone than brick.


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  • Original Poster
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    I think you should sort out why the arch & design material is showing up black when you try and use it.  And then once you've sorted that out I would start using that instead of the autodesk materials.

     

    A lot of your materials are very shiny, for example, the brick you have there is more like polished stone than brick.

     

    I'm not sure if I can solve that issue regarding black textures, it seems to be an inherent issue with how 3dsMax imports Sketchup models. I've looked at it a lot and can't find any solution. Sometimes Arch + Design works, but often it doesn't. There's never consistency in when it does/doesn't either, I've looked for patterns and haven't found any that are fairly obvious or discernible without looking at how 3ds models are imported, in depth.


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    You don't have to use that texture. You can even do procedural if you want. Just do a cylindrical projection and either choose cap or make sure it isn't selected, that should give the geometry a circular UV that stretches the bricks to be a circle. I'm not positive though, since I've never done that before.


    Oh darn!

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    Also, there are still some other things to note:

     

    - The arrows are a good detail, but I can easily see that these are just printed on square objects with the road texture printed on them too. How does it look with only the arrows? Or can't you do anything about it?

    - For the chevron signs, an euro version would be nice with a red and white chevron sign instead of black and yellow. But that's just me ;)

    - The "no right turn" sign makes little sense on the location it's place. The following signs (US an Euro) make more sense:

    288px-NYSDOT_NYW3-4.svg.png    300px-Nederlands_verkeersbord_D3.svg.png

     

     

    - I'd rather add some "wrong way signs at the oncoming ramps too like this:

    281px-MUTCD_R5-1.svg.png  300px-Nederlands_verkeersbord_C2.svg.png

     

    - In Europe, it's common that you see this sign in the center of the roundabout when approaching it:

    300px-Nederlands_verkeersbord_D1.svg.png

     

    Anyway, my two cents

     

    Best,

    Maarten

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    Read the Readme or drown in bugs and glitches; the choice is yours...

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  • Original Poster
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    A couple things in response to what's been said. First off, not really sure why I never thought of adding the arrows as just arrows, I'll give it a try. It's annoying that you get those white edges/artifacts on little props like that. :( Also, the chevrons are, as with all those other new props, modular. I can easily make black and white ones, green and white, red and white, whatever. Now, about the textures. Personally, I feel as though a little creative license will do alright here. The unglazed looks too plain and just doesn't do anything for the BAT. Besides, it is very difficult to change it to a different texture given how far developed this is. If you really insist on absolute realism, I suppose you could think of it as wet brick. Hey, it has to rain in Sim City sooner or later. :P

     

    Now it's my turn. I have a question for you folks watching at home. How can I remove those pesky green lanterns or at least change them to something more attractive?


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    Why the bricks are so glossy, is this in real life, to me I think it it's realistic. Remember people will be walking on it and it's not inside it's outside, the rain and the weather will be beating up the gloss till there no more. :)

    Edit: Not just the bricks are so glossy but the steel beams that's holding the bridge, or I can say most of the things that are metal.

    Make it like it's been there for three to five years. :D


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    I think you have to remove the lights by a T21 mod. I think the ones on the corners I would like to keep them, but change them into the standard $$ streetlights instead and the ones on the overpass I can just remove them...


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    I was wondering about the turn the cars in the second lane have to make to get on the roundabout. It seems a rather tight curve, I wonder if it wouldn't slow traffic down too much in real life.

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  • Original Poster
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    I was wondering about the turn the cars in the second lane have to make to get on the roundabout. It seems a rather tight curve, I wonder if it wouldn't slow traffic down too much in real life.

     

    I was planning on making props that overlay the MIS or RHW4 leading towards the roundabout. Also, you can expect to make some long decel ramps.


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  • Original Poster
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    I'm sort of regreting for voting  "yes"...

    Does it have nightlight anyway? I suppose the tunnel should not be totally black at night :P

     

    Yes, there are nightlights. Also, please tell me why you regret voting yes.


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  • Original Poster
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    Here's the final render:

     

    8afcd250763e4faf51bbd7541ded61987e8d6ed5

     

    I will not being doing another render of this (apart from a Euro one) since I've fixed all noted issues with this one to the best of my ability or to the extent that nothing more can be done (e.g. textures "baked in" to the imported Sketchup models).

     

    8afcd25076f53f5d5b6665b26882f36956d4c2c4

     

    However, that doesn't mean I can't fix the smaller props such as the median guardrail, roundabout islands etc. That brings me to a few things to note:

     

    • The median guardrail is just for the center median, there will be other props for the area between the highway and ramps. I just added the median barrier there to give myself an idea of size required.
    • The darker, more reflective islands on the edge of the roundabout are not actually so. I accidentally checked "Make Ground Model", which tends to make props appear darker like this. It won't take much to fix.
    • I will add an optional, circular strip of yellow paint as a prop to place around the inner edge of the roundabout.
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    Say Yes!

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    Looking great, Bipin! I think it's ready to go once you get the Euro version done.

     

    What's up with the guard rails on the RHW mainline? Next project or something?

     

    For the Euro version, just remove all directional signage (US signs on Euro roads make little sense) and replace the regular signs by euro counterparts. But I figured you're doing this anyway ;)

     

    Oh, and one more thing: the new LRM v5.1 gets rid of those pesky green lamp posts at the roundabout and replaces them by better ones. Maybe a little detail when taking presentation screenies ;)

     

    Best,

    Maarten

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    Read the Readme or drown in bugs and glitches; the choice is yours...

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    Oh, and one more thing: the new LRM v5.1 gets rid of those pesky green lamp posts at the roundabout and replaces them by better ones.

     

    The LRM v5.1 hasn’t been released yet? Will it be done similar to LRM 4.0, with one mega pack, or will it be in modular sets, like with LRM 5.0?

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    Check out

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    FYI, I released the LRM v5.1 today. I basically updated all my sets. You can check the LRM support thread for more info. And no, this is not a mega pack like LRM v4.0. That one was a nasty beast to manage...

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    I wanna say Yes. So glad that this one is done. :thumb:

    As a non user of RHW before, I'm starting to learn this MOD. I believe we still need some unique transitions from RHW to MAXIS road.

    Thank you so much for this dedicated effort, Bipin. Please keep up the great work. :golly:

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    There are still gloss on the things I pointed to and does not look realist. :(

     

    roundaboutrender.jpg


     

    • Like 1

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  • Original Poster
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    There are still gloss on the things I pointed to and does not look realist. :(

     

    roundaboutrender.jpg

     

     

    Please read the full post next time...  :read:

     

     

    I will not being doing another render of this (apart from a Euro one) since I've fixed all noted issues with this one to the best of my ability or to the extent that nothing more can be done (e.g. textures "baked in" to the imported Sketchup models).

     

    • The darker, more reflective islands on the edge of the roundabout are not actually so. I accidentally checked "Make Ground Model", which tends to make props appear darker like this. It won't take much to fix.

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    I read the comment I still do not understand how the textures are so baked, I would think there would be another way around it. I wanted to try  to help.  :)

     

    What file type do you use to export you models in 3ds max and what version of 3ds max does you use?

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  • Original Poster
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    I read the comment I still do not understand how the textures are so baked, I would think there would be another way around it. I wanted to try  to help.  :)

     

    What file type do you use to export you models in 3ds max and what version of 3ds max does you use?

     

    No hard feelings. :) Keep in mind that I wrote the previous message early in the morning after a night in which I stayed up past two in the morning writing an essay, so excuse my crankiness. I use 3dsMax 2013 and import models into 3dsMax as .skp.


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  • Original Poster
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    Just a heads up, the next interchange I'll be doing is the SPUI. As well, I will release this roundabout/turbine (turbout?) this weekend and beginning the SPUI then also. Like almost all SPUIs in reality, this one will have concrete inside ramps and a concrete overpass/intersection.


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    As well, I will release this roundabout/turbine (turbout?) 

    Roundabine! :P


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  • Original Poster
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    I'm hoping the SPUI will turn out something like this...

     

    8afcd25076d09bcd3b201b66ae85ec9c22495502

     

    Cities in motion 2... :wub:

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  • Original Poster
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    Just an interesting form I'm playing with:

     

    8afcd250765d42e64cca4d13224010eec9f78d73

     

    Maybe it's some sort of inflatable living space?

     

    8afcd250769df7c959f30f6de0985ba9568d971b

     

    I've used a double-layer method to create the transparent sections, this is what part of it would look like in daylight. Also, the form is quite a profound accomplishment for me. Basically, I have found a way to use protein/molecule modelling programs to create these interesting forms.


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  • Original Poster
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    Just working on this for fun, in and out:

     

    8afcd25076f2fd8c6fd23e7ffaf48d0611b62b3f

     

    8afcd25076a7128db9ca70a84b199a5982cffe3c

     

    8afcd25076d1a4ecb61b4d3cf782a46dc799b599

     

    I could use some help with procedural shingles.

    • Like 5

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    Something like this.

    http://www.scriptspot.com/3ds-max/scripts/array-3d

    just make a shingle or 2 and array them. You can them select similar/instance to grab them all, hide unselected, and attach them all into one object. Then, give them unique material ID's with this

    http://www.cg-source.com/uniquematerialids.php

    You can then make a shingle texture and in the diffuse, use a multi-sub map with however many shingle colors you want. Make sure it is set to material ID and not object ID, select repeat, and choose however many variations you want as the number of maps to use.

     

    Hope it works :)


    Oh darn!

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