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hi i know your using 3ds max but what scale are you using becouse it make my work look like a childs dodle lol :)

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    Skyscraper.. oops.. you know what happened.. when I re-made that stone end piece section I moved the whole piece in because it was sticking out too much, but the hole I cut out for the dome shifted when I moved it and I didn't notice. Thanks for the pick up!

     

    Dline, scale has been one of the hardest things with this model, and still not sure its right yet. Its difficult to locate any measurements online for this building and as well as that, I'm making my own modifications to the model so it fits in the game without taking up as many game tiles as it probably should. By my calculations it should take up 9 tiles by 35 tiles. I making it fit on about 7 by 15. Basically I'm judging it on how it looks with the other buidlings in the game. For modelling purposes, I used approx 4m for the upper floors which is rounded up from 12 feet. Its an old building and 12ft ceilings is realisitc for a public building. And the ground floor I used approx 5m which is rounded up from 16 feet. All of this has been scaled up 133% as is the BAT standard. In the end its all guesswork really!

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    yes i know about in game scale. what im refering to is the level of detail you have :) its amazing

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    Here's an update for tonight, showing the two pieces fitting together in game. The join is a bit crude looking, I need to do that a bit better. Other than that, the copper texture on the domes needs to better, and I haven't shown it here but at the back, I thought I'd finished, but I just noticed there's some details I haven't included so will need to go back and rework those. I need to do more on the roof, and probably more with the glass.

     

    As it currently is, the end section is lotted 4x7, and the long section is 1x22. (Quite a bit longer than I anticpated...)

     

    fsstexturedpiecesingame.jpg

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    That is just fantastic!


    You know you're Working Class when your TV set is bigger than your Bookcase

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    if I may interject... concerning scale as it maybe a bit messy... recommend finding good in game bats to compare with to get a feel and an acceptable range to work with in... so it looks like it fits without exaggeration... recommend using AG apartments, jasoncw, mattb and others that give the feel to the 'range of scale' most usable ingame... other wise all appears to on track :thumb:

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    I don't want to bring this up again, but with the 133% scale I see you used, a lot of the circular elements look very weird. Especially the clock tower and the domes on top of those other towers. It looks very unnatural. I don't know whether you should make a change based ont hat but I'm just pointing it out.


    Oh darn!

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    Darn, I totally agree. It's a conundrum that models not scaled up 133% look squat while after scaling circular elements look elongated. Although I don't think that's the only effect here, there was some squeezing on my part to shorten the lot length and that would have contributed to it as we'll. I'll have play with it.

    Jack, I will recheck scaling as you suggested. It's been tricky!

    Thanks everyone else! :)

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    Theoretically, if a cuboid with w=1, d=1 and h=1.33 appears as a perfect cube in game perspective, shouldn't an oval with w=1 and h=1.33 look like a perfect circle accordingly? But don't listen to me when it comes to math, I tend to suck at it. :lol:


    -=| 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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    Unfortunately I haven't had much time for BATing this week, Flinders Street Station is still a few weeks from being ready so I thought I'd spend today working on finishing 101 Collins Street I started a couple of months ago. Let me know what you think :)

     

    (You might notice on two of the renders the Antenna has a reddish tinge and on the third one its different. That's because by the third render I thought it looked a bit too rusted so I added a darker metal texture instead.)

     

    101csmtestrender01.jpg

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    Quality work on Collins St.  it looks just about ready for upload.


    You know you're Working Class when your TV set is bigger than your Bookcase

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    101 Collins St looks brilliant, you are surely one of the greatest batters around now.

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    As an Aussie I love seeing one of our own re-create our architecture. Brilliant work reddonquixote, your detail is insane!  

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    Thanks guys.. its always nice to read these complimentary comments.

     

    Well, in the absence of any improvement suggestions I will move onto the nightlights. If you think of anything please do let me know :)

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    I'm not so sure on the glass, I had the same feeling about Bourke St too, it looks a little too bright and busy, almost like creased tin foil..if that makes any sense? Other than the glass its truly sublime!

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    Thanks Gutterclub, appreciate the feedback; and yes I do know what you mean, I thought the same thing but I don't know how to fix it :(

     

    Glass is my weakest problem area, and its because I don't know what looks good. The game angle requires the glass to reflect the ground plane, but this isn't my everyday experience when looking at buildings; so glass, even done "well", never looks right to me.

     

    I made it this blingy becasue thats how it looked on Bing, but I didn't think it looked right on the BAT either, but I wasn't sure so I'm glad you mentioned it. I'll try toning the reflections down and see if I can make it look a bit better. Darknono's glass is looking really nice these days  :thumb:  I might use as a reference point :)

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    Yep, I was going to say that Darknos glass is looking quite good and would be a great reference..I think the best way is to have some transparancy and blinds...I always think that breaks up the crazy reflections. There is a fine line between having realistic glass based on the camera angle and having something that looks good and looks like glass. I thought you really nailed Eurekas glass, was perfect...

     

    Like I say, maybe try having some blinds and transparancy?

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    A mistake several people (including me) make or have made is that they don't model any floor planes although I guess this will actually be the easiest thing to model. For transparency, this inevitable. As it is for blinds.

     

    However, this is not the only thing you should always use floors. 

     

    If you're (or any other batter is) planning on doing realistic lightss without self illumintion butwith real light sources this will be quite important to make sure there won't be any odd light glitches. 

     

    Also, it will be a great way on giving your floors an unique look. Getting a texture for a floor plane and go to google image search to get some textures looking almost the same is the best way you can get both a perfectly different-similar result (diffferent-similar!? 8) )

     

    I just realised this post was so not necessary if you already have floor planes  >.<

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    I just realised this post was so not necessary if you already have floor planes  >.<

    Don't worry, it's still interesting


    You know you're Working Class when your TV set is bigger than your Bookcase

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    I'm not so sure on the glass, I had the same feeling about Bourke St too, it looks a little too bright and busy, almost like creased tin foil..if that makes any sense? Other than the glass its truly sublime!

    I agree. I do believe Bourke needs some fix as it doesn't look friendly in game...

     

    AlFerrid-Jul11121366388900526F672C_zpsdd

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    welcome to my picture thread at SimCityChina:
    http://www.simcity.cn/thread-98513-1-1.html

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