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MTT9

MTT9's attempt at BAT

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I've been trying to bat for quite some time, but i don't like the results. So i thought about getting some help here from the masters.

1.jpg

So... what do you think? I made it in sketchup and then rendered it in bat4max (thanks SimFox, you are awesome).

I don't know if the textures are good enough, this was certanly my best shot. And as you can see in the right, i get a wierd black spot in that wall, but only in that zoom and view. Not sure why.

Looking foward for any tips and advice.

Matt


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Feel free to call me Matt :)

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Actually, I think you are off to a really good start. You probably should have used your older thread, but that only had 2 replies and one picture anyway.

My only issue is with the roof texture, which tiles quite noticeably. Otherwise, I think it looks good. The black blotches might be coplanar objects (doubt it if this is the only time it happens), or maybe it's just MR telling you something is funny. See if it happens if the other geometry in the scene is hidden, or if it still happens when a different material is applied. If you can't get rid of it, I don't think it is that bad anyway. If you didn't point it out I would have thought it was supposed to be there.

Cheers,

-Todd

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It looks really nice. :)

I would work on the white material. I'm not sure if it's meant to be painted brick or concrete, or something else.

Before you export, scale it vertically if you haven't already. To do this, select the building, group it together, and go to modifiers>FFD>2x2x2 box (or something like that). Then click on the modifier in the modifer stack (it should be highlighted yellow if you do this), and then select the box that the modifier made in the viewport, and scale it vertically by 133%. This way you can delete the modifier and you'll still have your unscaled model to work with.

I'm not sure about the black splotch problem. I think installing the latest hotfixes fixed it? I forget. But either way, if you haven't already, go to the autodesk website and check for all the latest patches and hotfixes and things.


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

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I would add a little outside light in between the 2 bluedoors, making it more real looking. And maybe make the rooftextures less repeating.

Good start, I like the building.

mrb


"I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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Nice start! how about changing the texture of the parapet for something a bit less black?

If you have 3ds max why not use the full advantages of such a nice program?


Don't forget to visit my BAT thread amigos!

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    SimHoTToDDy: :O How can you remember i used to have another thread when i couldn't?! Anyway i tried to untile the roof, hope its better now.

    Jasoncw: The white texture should be concrete, but i can't get it to look right. It just looks as a plain color. Also scaled it up to 130%

    mrbisonm: Made a little roof in the main door with a little light. My first actual light by the way, so be gentle. Hope it looks good.

    harishna: The parapet is now a bit less black, not sure if its good enough. Although i have 3ds max, its pretty hard for me to use, and sketchup is faster, at least for me.

    2.jpg

    And the problem with the black splotches is now gone, not sure how, but gone.

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    Feel free to call me Matt :)

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    Looking good..

    I think what Harishna was getting at is making the balck a lot less saturated and lighter..it doesn't quite fit in with the games palette and stands out too much..really like this though

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    If you didn't like the results before you should now. Are you going to add some company signage?

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    One thing that will help for the concrete texture is making it darker.

    That and adding some noise so the material actually has some grain and "texture". Hard to say if you need to increase contrast, it is possible it is getting completely blown out (white). If concrete doesn't work out, I think you could easily go for a plaster look. I rather like the white, esthetically speaking.

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    Made the parapets ligther and a render with two different textures. A white plaster one (left part), and a grey concrete one (right part). Not sure which one is better.

    As for the signs, i never really thought about adding some so i'll keep it sign free. I actually don't even know what this building can be for, besides just a random warehouse.

    3.jpg

    One last question, should the bricks be larger or is it good and understandable enough? Hope no one asks what brick texture i'm talking about or i'll go mad.

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    Feel free to call me Matt :)

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    First of all, amazing start with a very good BAT. Second, I prefer the left plaster texture it has subtle texture, to that concrete. And it looks nicer anyhow.

    Try adding a bit of glare to your light as well, and consider a DarkNite rendering too. Bricks look just fine as they are. But maybe add some texture to that overhanger over the door, looks quite white and clean now.

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    First of all great work!! This is definitely a great effort. IMO I actually like the slightly grayer concrete texture. Im sure this will be a matter of preference for most people but I think it blends in with the scene better. The white plaster jumps out a little drawing my eyes attention a little more than the concrete and taking it away from the rest of the building. I never questioned that your bricks were bricks until you brought it up in your latest post so I don't think there is a problem there.

    Only thing I would consider adding (and the building looks great without it) is a foundation. Most buildings have some sort of concrete base they are set on. Keep up the good work!

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    Look great. Keep it up. :thumb:


    -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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    Thanks everyone for the compliments. I'ts really nice :golly:

    Here is, i hope, the final day render. I tried adding a foundation but didn't like it that much. I finally choosed the white plaster texture over the grey concrete one. Also made the overhanger texture a bit darker and added it some more texture.

    4.jpg

    If no one has nothing to add, i'll just move on to the night scene.

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    Feel free to call me Matt :)

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    I've been buzy this days. Tried to update my max2008 to max2010 to add some glare, but i don't have enough ram so i can't get it to render.

    I could, anyway, render dark night views in max 2008. Do you think its too dark and i should add more lights? As it is just a warehouse i though it wouldnt have many lights at night, but how it looks like in the game should be quite important too...

    5.jpg

    By the way, i might need someone to render the night views so that they have some glare.

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    Feel free to call me Matt :)

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    Think the lights are fine, no need to go overboard..and glare isn't essential but sure someone with enough power would help you out.

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    So many problems :rage: I somehow managed to render in max 2010 but the final render has no glare at all. Any settings i can use or any way to fix this?


    Feel free to call me Matt :)

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    Long time since i made any batting, but... I finally exported what i now call "Blackmore Distributor Center" :golly:

    I made both maxis and dark night version and tryed to lot it myself, but failed miserably.

    So if anyone wants to mod/lot it, i can send the necessary files. I thought it as a 2x3 I-M building, but this can change of course. And would need to use as little dependencies as posible as i'm now using very little dependencies due to my slow pc...

    If anyone is interested send me a PM or post right here.

    That's all for now...

    Edit: and yes... as i have also changed my name.... so much going on


      Edited by MTT9  
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    Feel free to call me Matt :)

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    While a lotter appears i thought i'd show you what i've been working on...

    It's loosely based on a building in Cologne, Germany. Any suggestions?

    6.jpg

    7.jpg

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    Feel free to call me Matt :)

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    Looks great, does that slope roof supposed to be that dark, if not it's to dark for me. After looking at the building for a while I can see that the doors look to be to short, I think they need some height. When bating the first floor need to have a little extra height. It would look really bad if Sims was walking next to the building and there taller than the doors. I see the roof junk is a box, I praying they do not stay there for long, I really hope there a place holder for the future roof junk.

    The bricks can also use a little scale down by using the uvw map modifier, now for the glass is rather nice but it looks to ruff, you need to add transparency, gloss and refection to make this glass look perfect.

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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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    Hey, a building (based on a building) from my home town! :golly:

    In addition to what Aaron said, it looks like there is something wrong with the parapet walls around all roofs - both the flat and the tilted ones.

    Firstly, the colour changes in several places between grey and white. I think it would be good to make the colour a lot darker in any case.

    Secondly, I think you could make all the parapet walls a tad thinner. Come to think of it, are there any parapets around the tilted roof on the real building at all?

    Btw, it looks like this weekend may be bad weather (= time to stay at home), and I should have recovered from my cold by then, so I could take a shot at lotting your first building. :)

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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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    I've been quite busy the last month, but if you haven't noticed... i uploaded the thanks to TWrecks for lotting and modding my first bat :D

    I've tried to add some detail, and changed the 1st floor windows texture. What do you guys think?

    8.jpg

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    Feel free to call me Matt :)

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    First of all, I think it's good to see you again! As for the building, it's looking good so far. :)

    Maybe the rooftops of the tilted roof sections are a bit too saturated, though. The windows themselves look quite good, but there was something that didn't convince me. It took me a while ro realise what it was, but then I remembered how we discussed about a building (Comalco Place) made by cockatoo and found out that the black lines between the glass panes made it look somewhat cartoonish. This is also the case with the windows of the main building here: the window panes are blue, the frames are black, and the result looks a bit cartoonish. The effect is strongest on the upper floor. I'd advise to use a colour for the window frames that's not quite as dark.

    On a side note, I'm not sure about the size of that building - what zoom level does your screenshot represent? Is it a zoom 5?

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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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    9.jpg

    1: i still have to work on that texture, its way to blue

    2: Theres a line of black bricks insted of white. Maybe i should forget about it and make tha building plain white?

    3: I actually like this texture, but its has black frames. Should i change that one to?

    And yes, its a Z5, a 3x4. If you click the previous post's image, it's actually a bit larger than it looks

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    Feel free to call me Matt :)

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    Wow, this is the first time I have seen this thread, I haven't been as active as I used to but that's gonna change.

    My opinion on the key points you are pointing out to us.

    1. Yes, I agree, the windows need some de-saturation.

    2. I honestly don't mind them at all, but some members are different. Some might say take them off, some might say leave them on, I think it would be up to you. :)

    3. I also like this texture alot, it gives the building look like it is used, and not brand new, I say keep it.

    All of these are just my opinion,

    Frex_Ceafus :)

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