Jump to content
Sign In to follow this  
darn42

BAT advice

142 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

I recently made my first BAT and uploaded it to the STEX and I realized I should have done this before I did that. I want to fix what is wrong with the model and textures and other opinions on it would be invaluable.

x1ye5g.jpg

That is the original model w/ original textures, the main feedback I've gotten is that I have too unrealistic of textures and the scaling is wrong, especially the top section. I am going to fiddle around with it a bit to see if I can effectively fix the scaling issue.

I would appreciate any advice anybody could give me regarding what I should/can do to improve this building.


  Edited by darn42  

Oh darn!

Share this post


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

    Here is what I've come up with to try and mend the proportion issue without remodeling the whole building. Does this make the building better or worse?

    24wymo4.jpg


    Oh darn!

    Share this post


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

    Is this based (in part at least) off of a building in real life or is it something from your imagination? If it is based on a real life building, Bing has an excellent maps tool that zooms into somewhat isometric views of the building when you zoom in far enough, which is incredibly helpful. You can use this to gauge the finer details of the building. The entrance is rather small in comparison to the rest of the building, and it looks like the two slanted sides of the base are uneven (although this may be per your design...just an observation). The top tower part could also afford to be taller with respect to the oval part below, IMHO.

    As for the textures, no offense, but the building is needing a complete overhaul of the textures. From what I am seeing, it looks like a mix of simple colors from the color pallet in 3ds Max that you use to identify different components. If you are not aware of it, CG textures is an excellent textures site that you can use to texture the building. I recommend browsing the site and finding some nice brick or stucco textures for the outside of the building that will add what the building needs to come alive. The base will need some sort of texture to differentiate it from the rest of the building (as of now, with them both the same color, it is hard to tell). The windows need to also be done. Also, do you know about UVW mapping?

    How tall do you want this building to be? What purpose do you want it to serve? Will you render a night model as well? These are all questions that you should have the answers to when modeling it. The building could look great with some work, as you have done a good job with the shaping of the building. Refer to the Omnibus for help with anything you might need. I know the critique might sound harsh, but this building could look great with some work. :thumb: Feel free to message me if you need any help. Ill be glad to offer it.


      Edited by wallacet  

    Share this post


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

    It's not harsh at all, it's exactly what I wanted, honest. Thank you for giving such a well thought out critique as well.

    The slant at the base was intentional. And it seems I oversimplified with the textures; I wanted them somewhat simple but I think that some sort of stucco texture would be better. The window texture, though, I think, fits the context of the building; it's meant to be a beachside luxury apartment complex and right now its I think the right color and bump map for that context. But I can always mess with the reflectivity to get a better look.

    When I get a chance to work on it for a good amount of time, I'll message you for your opinion.


    Oh darn!

    Share this post


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

    Is it possible to welcome somebody to his own thread? If so, welcome! :P

    Some advice has already been given, so I'll mention something else: I think the solution you found for the topmost floor (which used to be too narrow) is rather clever and works fine.

    One thing I'm not so sure about in terms of the basic architecture of the building is those blank walls facing the front... maybe it would look better if you rotated the upper part by 90 degrees.

    However, I guess that for the time being you have more than enough suggestions to work with and thoughts to consider, so I'll leave it at that and see what you'll come up with. :)


    -=| 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:  
     

    My advice would be to texture this. You clearly have some modelling skills so not sure why you didn't texture it? Look at a BAT you really like, then think 'how can I make it look as good as that'

    As mentioned to lots of people, start small. Do something with some simple geometry and get the textures looking great. Once you know all the basics you can start making more complex BATS with more advanced geometry. Remember to scale the whole thing correctly or it will look out of place.

    Of course, these are just suggestions :)

    Good look

    Share this post


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

    Proportions are really important to make the building look good and should be based on real life numbers floor height of ~4 m is customary with the lobby being usually higher.

    I want to also re-emphasize on the importance of texturing, you can have the greatest 3d model but with bad textures it will, well, simply look bad.


    Don't forget to visit my BAT thread amigos!

    Share this post


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

    mj36rt.jpg

    33xzimh.jpg

    Some changes I've made so far: rotated the top 90 degrees (surprisingly, it was already sized perfectly) retextured the sides to a stucco texture, put some sort of tile on the pool level and the base level. Tell me your opinions on what I have done so far and what still needs to be changed. It still isn't finished, but I really think that those changes made a significant difference. Thanks so far everybody.


    Oh darn!

    Share this post


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

    Its looking a lot better already. The yellow texture looks a little too saturated though, and the entrance to the building still needs work. But it is improving! I would like to recommend adding roof junk to your building. There is a lot of empty space on the roof that could be best suited by some AC units, duct work, etc. (Maybe a small helipad? :P ) Roof junk tutorial if needed. Keep up the good work.

    Share this post


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

    The best way to tackle roof junk is to go to bing or google maps and take a look at the tops of some real buildings. After a while you'll begin to get a feel for how HVAC systems and window-washer tracks should look, among other things. When I'm recreating a building from NYC I try to copy every last detail, including everything on the roof. It can seem tedious at times, but it's always worth it in the end.

    Share this post


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

    2j0h9wo.jpg

    The newest update on the building. Instead of typical roof junk, I made the very top section a restaurant with an outdoor seating area at the top. I also tried to cut down on the uber yellowness. And finally I resized the entrance canopy and gave it a new texture.

    Tell me what you think and what else I need to do.


    Oh darn!

    Share this post


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

    What is this based on out of interest. I don't think yellow makes any sense, what material is it? WHere are the windows? What are they made from? You have modelling skill, but it has to make sense architecurally otherwise there isn't much point calling it a building.

    I'm intrigued as to where you are going with this, it is definately improving with every post.

    Share this post


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

    you need to adjust UVW maps to adjust materials/textures using defaults materials not always give the best results it is highly advisable to create your own textures to fit your model using software like GIMP or Photoshop to edit them. You can add grim and stains to add realism.


    Don't forget to visit my BAT thread amigos!

    Share this post


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

    The yellow is an effect from the reflection of the windows. I didn't retexture the balconies yet, just recolored; its a basic light tan color that you can see from the bars on the side view. As for the windows, I guess I should turn down reflection if you can't even see them. They're the cause of all this yellow. I will make these changes when I get back from school today.


    Oh darn!

    Share this post


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

    I changed the balcony texture to concrete and kept the color and it fixed the problem I believe. quick fix too.

    xcnhg6.jpg

    Should I keep the wave bump effect on the windows? What is my next step in this BAT?

    @gutter, this isn't based on anything, I was just doodling some imaginary buildings and I liked the shape of this one.


      Edited by darn42  

    Oh darn!

    Share this post


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

    To make the windows realistic they need some sort of mullion to hold the panes together, a 6x4m pane of glass would probably not work.

    You should try using a ground plane for the glass to have some to reflect. Bascially in BAT4MAX set the ground feature then add a city background texture to it.

    Good working on this, def improving every time :)

    Share this post


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

    I've got the background texture i want and the ground is there. but it won't let me drag and drop onto it. Is there a special trick i should know?


    Oh darn!

    Share this post


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

    just select the ground plane, then select the material and assign it..you dont need to drag and drop. Make sure the checker bit is ticked in the material so it shows up in the viewport.

    Share this post


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

    I can't select the ground then :/ how do I get rid of it and just put a big 'ole plane instead? cause I can't delete it the normal way if I can't select it


    Oh darn!

    Share this post


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

    2wdbnkp.jpg

    Added the background and I started the mullions (front view near entrance).I'm planning on doing horizontal mullions on the 2nd highest section where there are no balconies but does it look right with just vertical mullions?


    Oh darn!

    Share this post


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

    2z569p1.jpg

    New update. Finished the mullions or whatever they're called (I missed 3 horizontals in the pic but I fixed on model). Also got a new texture for background; I didn't like the old one.


    Oh darn!

    Share this post


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

    2rqek46.jpg

    I believe I'm done :[) I can't think of any more ways to improve this BAT in terms of textures and such. I plan on rendering it and to start lotting soon.

    Please reply and tell me if you all think its ready to export yet


      Edited by darn42  

    Oh darn!

    Share this post


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

    I really like the model! Though I do worry about two things...specifically the trees (they seem pretty saturated) and the middle chamber (it seems really empty). The trees are nicely modeled, but the trunks are pretty pale and the leaves are overly green, maybe something a bit more dull (add a bit more yellow and brown to the mix) would be nice. Regarding the middle chamber, I don't really know what to say...it just seems right now like it has no purpose. It's pretty large and there aren't any details, and those horizontal slabs are a bit confusing as well. Otherwise, it's a lovely model! I might check the reflectivity of the base, but all of the actual modeling looks sharp. Just a few things to consider.


    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

    Share this post


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

    Thank you for the reply, I will brainstorm some way to use the middle that isn't too labor intensive. As for the trees, I used 3ds max's stock palm tree model so I think I might experiment a bit, but ultimately I don't think I'll do much to them; I like the little bit of yellow idea.


      Edited by darn42  

    Oh darn!

    Share this post


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

    m6nmt.jpg

    I added windows to the middle part and elevators so now it has a purpose (like an elevator hallway). Also recolored the palm trees. Any more details that I need to fix before I export and start failing at lot editor?


    Oh darn!

    Share this post


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

    I'm not particularly useful at critiquing, but I can say it looks much better from the original to the current version. The recoloured trees look better now, great work! :D


    3GnR8g1.jpg
    Follow me on Twitter @simlinkpro

    Holt: CJ Forum | CJ Section | On Twitter @HoltDistrict

     

    Share this post


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

    I would get rid of the palm trees on the topmost roof - they just look like any strong gust of wind could knock them over and send them falling down to the street. I wonder if it might make more sense to have pools and recliners on the lower roof, and some generic roof junk on the upper roof. If you have an elevator in the middle of the building, then you'll also need a tech penthouse where the elevator mechanics etc. are housed.

    The side windows are looking good - in fact, I think your building would benefit enormously if all windows looked more like them.

    Are you using 3dsmax? The renders look so crisp and the base reflects so nicely that I guess this can't be gmax.

    If you do, you have some ways to improve your BAT a lot. For example, you can add realistic-looking water to your pools so the shadows inside the pools don't just make straight lines as if it was not a pool, but juts an empty concrete trough.

    You could also use actually reflective windows and a ground plane to improve the look of your BAT enormously. I think the windows are the weakest partt of your BAT so far. It might be just me, but I can't really make much sense of them. They are way better than they used to be, but I still think they don't look like glass.

    In any case, don't let this discourage you - after all, it's your first BAT, and you're making progress in leaps and bounds here. I wouldn't mention all I wrote above if I didn't see lots of talent and potential here, so keep it up! :ohyes:


    -=| 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

    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

    Sign In to follow this  

    • 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