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Looks good but there seems to be a big space at one corner. I don't particularly hate "L" shaped buildings (viewed from the top) but it would look better if there is something to fill the gap. Over all, another job well done. :)

 

You can put some W2W buildings to fill that empty space.


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You're just unstoppable in the BATing world aren't you? Btw, I actually like the lighting streaks on the bldgs in the night renders. Would you actually mind if I asked for some of the material you use for reflections (day, night or both)? My one's are little lacking :P

 

PS. I just thought, you should try making something fictitious sometime. I'd really like to see something original from you, just to get a sense of any ideas you have ;)

 

I've uploaded my night ground plane in my Q1 thread, and I've attached the link in your BAT thread. Here's the ground plane I'm currently using for day version. I usually set to 250m x 250m.

 

(Warning... this may hurt your eyes 8) )

 

DsKkj3.jpg

 

Ps... I have distinct lack of any creative originality... that's why I stick to recreations :lol:

 

 

 

Hahahaha!!!! :rofl:  :rofl:

 

That's how I see it as well ;) 

 

 

Looking good Red, as for the nightlights I like the red lights in them, however, I think toothless was taking about all the colour in one spot makes it seem a bit odd

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    Looking good Red, as for the nightlights I like the red lights in them, however, I think toothless was taking about all the colour in one spot makes it seem a bit odd

     

     

    Yeah, I get it, I just don't agree :P . This is how the simulated physics engine interpreted the reflection of a completely randomised pattern of coloured dots. I didn't focus targeted spotlights on it :rofl:

     

    Tell you what, I have to re-do the night lights anyway, I'll see what I can do ;)

     

    Thanks for the feedback :)

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    Very nice future-type building! :thumb:


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    epic-win.jpg

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    Ahem. Wow! 8) 

     

    I can't make a simple box builidng in a month and you create something like this in flip of  hand. :thumb:

     

    But please do not show this to dubai people. They would want to build this...

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    mother-god-meme.jpg

     

    ( AND OMG, HOW LONG DID THIS MASTERPIECE TAKE YOU TO MAKE? )

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    4qVVB.gif    7b9e6b6310.jpg

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    This building is an instant winner! DON'T LISTEN TO ANYTHING THE CRITICS SAY! THIS IS PERFECT! Obviously you still need to do the lights. I'll be the first one to download it! It reminds me of the megatowers from "Cities of Tommorow", and also "The Venus Project".


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    You put the "der" in modern...  That didn't make any sense.  Good building, though.


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    This building looks like an arcology.

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    Dear sir/madam/whoever will read this!

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    Holy cow, that looks insane! The concept is realized extremely well. Now, if I may, there are some things that I would like to point out.

     

    pHdnm0.jpg

     

    1. How thick are your floors? It could be just my eyes but they look almost paper-thin.

    2. This is just a suggestion that you can incorporate into your model or leave out completely. Nonetheless, a shallow, dark etching or engraving here should help break up the huge white space and draw the eyes to the tension cable and then the waterfall, etc and balance out the expansive horizontal streaks of floors. Plus, you can light up this line at night to give it some oomph. I noticed that you have included embossed lines (or pipes in the practical sense) that run the entire contour of the tower. Instead, removing them and echoing the mentioned line should look much better.

    3. These areas are almost pitch-black; hence, breaking the illusion of reality. You can alleviate these problems by incorporating caustics and global illumination into the scene. Here are the parameters--extensively tested with minimal adjustments required for the day scene. Don't forget to select Generate Caustics in Object Properties > mental ray for all lights including targets generated by the bat4max rollout. And adjust your textures' brightness (or in other words, max brightness for any rgb values should be 80%--this is important). Oh, almost forgot, for your convinience, here are the values for the color swatches: #e9e9e9 for caustics and #9595f5 for global illumination. Now, the swatch values are set in a 0.0 - 1.0 scale so you'll need to do division with 255 to get the correct values. In a nutshell, for #e9e9e9 it'll be {233/255, 233/255, 233/255} and then for #9595f5, {149/255, 149/255, 245/255}.

     

         7Y6pja.png

     

    4. Extending those frames to lightly touch and merge into the thick walls should smooth things out even more. The transition looks fairly harsh at the moment.

    5. I am sure you are aware of these already but wanted to point them out.

    6. Also, the smoothing issue, which is apparent in all polys that are curving.

     

    Yet again, thanks for this beauty, Red. It's always a pleasure to see such amazing talent.

    • Like 5

    Ever-diversifying forms, burgeoning shadows,
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    Wow, fantastic feedback, thanks Finn. Paper thin floors lol.. oops.. things you don't need to think about when doing a recreation. :rofl:

     

    Thanks for the tips on caustics, I will most definitely give that a go. render times are already through the roof though.. eek....

     

    Re 5 - Yeah, I rotated the circular plaza at the last minute and didn't check all the sight lines properly. I need to relook at all the alignments of the plaza. One of the towers has completely obstructed one of the entrance ramps as well. (oh, yeah, which you pointed out)

     

    Re 6 - I wasn't sure about the smoothing. Thanks for mentioning it. Based on some of the RL buildings I've made, I've noticed a lot of curves aren't always that smooth, as they are constructed from building materials which aren't necessarily molded to perfection. I thought this was a bit more realistic... maybe something in between might be better.

     

    This is great, thanks :thumb:

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    This looks really fantastic! I'm sure the night lights will look EPIC (night lights + waterfall = awesome).

     

    I really feel like you should occasionally do a fictitious building or two (if you enjoy it, of course), because you're really good at it. :thumb:

     

    My only question: how large is the building?


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    Red, if you need Renders, let me know. I've got a pretty powerful rendering computer. :) I can help you out.

    That being said, I absolutely love this building so far!! The waterfall center definitely needs refinement, but it's an awesome start!

    • Like 2

    "Reality is a lovely place, but I wouldn't want to live there."
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    Seasons greetings to you too Tony (aka Mr. President) :party: ... and Merry Christmas to all :D

     

    Wow, thanks very much for the offer Savage Phoenix. Good machine?

     

    About 10 months ago I upgraded my Alienware to a custom built machine with 64GB of RAM & 12x 3.60GHz CPUs so is pretty powerful... I also got 2x very high end graphics cards but subsequently learnt they aren't used by Mental Ray for rendering, only RAM, although I think they do help with viewport lag (never had a lag since upgrading!). I've been meaning to hook it up to my Alienware (which also has 64GB RAM and 8x 2.90GHz CPUs) as a render farm but never got around to it. Maybe that can be my New Year Resolution :P

     

    If you (or anyone else?) has any tips on making the water fall better please do share. All the best water effects and tutorials seem to be for Vray :( I really want it to be flowing rather than falling in droplets...

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    For the water I'd actually try doing it with textures. I imagine you're going for sheets of water near the top that gradually get broken up as they fall down.

     

    If you're going for powerful gushes like at Niagara Falls, where you need more volume, you can keep going with the particles but I think they need to be way smaller, so that you have an accumulation of drops/splashes instead of giant water balls. But there's still the problem of how they need to get more broken up as they fall down.

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    Wow, thanks very much for the offer Savage Phoenix. Good machine?

    I've got my FX9590 with a stable overclock at 5.7GHz, with my liquid cooling loop keeping it under 70c under load, and I've got two ROG Matrix Platinum GTX 780ti's (Each with 4GB of VRAM). I'm also sporting 64GB or RAM :D 

    As for the waterfall, you've got me there. I would use textures, as well as a center column of some sort. The waterfall would be mist halfway down anyways. 

    (my rig, :P )

    10425501_10152538160451100_1861926763848


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    Maybe use some physical properties also make look more realistic. For example, water drops and the fillets would be closer to each other vertically close to where they begin to fall. As differ from the source they will become increasingly distant vertically until after more time they will always be at the same distance. To make it even more realistic you can calculate it with the height of the falls.

     

    8cc69c606fae120ccbff2ff09e1a6aac.jpg

    • Like 1

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