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Wow, just love how there are darker shades on the glass, does indeed give it more life and realism :)

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Your tutorials are useful

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    Residential Tower Windows

     

    This update isn't so much about the glass material used, I'll come back to that, this is about the window dressings used to make the building look more inhabited.

     

    The thing about residential tower windows, as distinct from office windows, they are generally more transparent (that of course is a generalisation)... in any case, windows that are tinted are more reflective and you can't really see inside, you mostly just see the outside reflected back in the glass. When the glass is untinted, its obviously a lot more transparent. This is harder to do because you can't disguise the emptiness of the building with reflections, you need to create the illusion that the building is inhabited. There are probably 4 tricks I can think of:

    1. Window blinds
    2. Max Distance
    3. Furniture
    4. Fake-interior floor textures

    We're only going to use the first three.

     

    Blinds

    Well, not sure there's much point describing how to do this.. maybe just some of the high level stuff. Firstly, you need to download a blind script. There are probably a few around, I use this one - http://www.cgtechniques.com/goodies/blinds/

    The general instructions for its use are provided, I won't rehash it here.

     

    The script above has settings for 'Type' of blind, mostly geared around the openess/closedness of the blinds, I've used Random-Open, and the other main setting is Up-Down %, this is used to further adjust the amount of blinds that are Up vs. Down. I've set it to 60%. The key is to achieve good variation of heights in blinds that are mostly open. Make sure you use different seeds for each set of blinds you create, the seeds will further randomise which blinds are up and down.

     

    4k2d.jpg

     

    One other key point is we have a curved facade on Q1, and the blind script makes straight-line blinds. This is pretty easy to fix, we simply add a Bend modifier. The Bend modifier needs to have direction set to 90.0 and Bend Axis set to X. The bend Angle, we need to adjust according to the curvature of the section of glass we're attaching the blinds to. We do this in the top view, and if the bend goes in the wrong direction, we apply a negative Bend angle instead to make it go back the other way.

     

    gl9b.jpg

     

    For the blinds material, I've just applied a neutral coloured canvas texture, set to a transparency of 0.5. Generally for anything inside the glass we want to keep fairly neutral sorts of colours with low contrast to give the impression of partial obscurity. The UVW map is just set to face.

     

    vdt5.jpg

     

    That's it for blinds.

     

    Max distance

     

    I won't cover this again, but if you recall the feedback I recieved was the glass needed to be more turquoise? Well, the Colour at Max distance is how this was changed. I'll cover the full range of Glass settings later, but the Max Distance settings are:

    4gl7.jpg

     

    kifs.jpg

     

    Furniture

    Now, with furniture, we really just want stuff that makes the floor look populated. I've used real-world furniture shapes, but for all you can tell from the final image we could just as easily have used basic geometric shapes. Well, realisitically, thats what these are, they are just composited together in a way that resembles furniture :P

     

    The important thing to note here is that due to the angle of the building, we don't want to recreate perfectly arranged bedroom and living room furniture, if you do that, a) mostly you won't see it and its just consuming resources; and b) you won't see it anyway. You need to ram the furniture up as close to the glass as possible without it poking through, obviously. I've failed miserably in places, I need to go back and tuck them back in as I spot them.

     

    We start by making furniture shapes. Might sound silly, but type 'furniture' into Google images, and a broad range of furniture types come up. Now we don't need to think too hard about it, we just assemble rescaled/resized blocks until the furniture pieces are completed, and move onto the next one. Just to provide a bit of extra variation, once we've made a full set, we apply a flat creamy-white colour, make a duplicate set, and apply a dark colour. Then we can mix and match. This furniture set took not more than 20 minutes, if that.

     

    My little purple dude makes a reappearance to help with the scale.

     

    70or.jpg

     

    There are three different floor footprints as we go up the tower, we take a copy of each and place them next to eachother at Z-0 axis. We can make some internal walls and pillars, one set can basically extend up the full length of the building.

     

    02sy.jpg

     

    Now we can just grab and copy pieces of the furniture and arrange them around the glass, but not in the middle, we won't see them. Drag these across to one of the floors in the building, and repeat for each next floor. Each time, grab different pieces, different colours, placed in different rooms.

     

    Even these aren't close enough to the edge, we will need to ram these right up against the glass in order to be seen.

     

    tcw2.jpg

     

    Do this for as many floors as you can be bothered with, but enough that we don't see obvious repetition as we scroll up the side of the building. From memory, I made about 12 floors.

    Once we've completed our 12 floors, we simply select all the furniture pieces at once, press Shift+mouse up and make duplicates on subsequent floors. To save resources, we use 'Instances', otherwise we'll end up grinding our model to a halt.

     

    6itt.jpg

     

    When I got the feedback about making the glass more turquoise, I also applied a turquoise flat colour to the dark set of furniture pieces. The building starts to give off glints of turquoise, adding to the overall turquoiseness :D

     

    Lets do a test render and see what we ended up with:

     

    o6ue.jpg

     

    :)

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    Looks great! :wub:

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    I'll take a quiet life... A handshake of carbon monoxide.

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    Tower Glass

     

    I'm just going to add this one in for completeness, but not going to say much about the glass material. Everything that needs to be said has been covered in Jason's glass tutorial already, I'm really just going to post a couple of images showing the exact settings I used, which are really only going to be useful if you want to recreate exactly what I've done for some reason. The bulk of this update will be how I apply the materials to the tower. I have no idea if this is the right way, or if any of these steps are necessary, its just how I've always done it.

     

    Image 1 - Here's the settings I've used for the glass on the Q1 tower.

    1jr8.jpg

     

    Heres the Diffuse colour settings, and reflection colour settings, respectively:

     

    aatd.jpg

     

    fuv3.jpg

     

    You will know from Jason's tutorial, we use 4 bump maps. These are the ones I use:

     

    i44e.jpg

     

    e8a9.jpg

     

    gxqh.jpg

     

    xqft.jpg

     

    You will note I have 4 slots with glass materials, that's because of the 4 bump maps. I have no idea whether this is a necessary thing to do, but is the way I've always done it and seems to work ok. (Maybe Jason can jump in if I'm way off track here)...

     

    After creating the first glass material, in each of the 4 bump map slots I change the Map Channel to a different consecutive number 1,2,3,4

     

    kzhp.jpg

     

    Now copy the glass material named Tower_Glass_01 into the next slot, and rename it Tower_Glass_02, and two more times, renumbering each time. ( _03 & _04)

     

    We start by selecting all of the glass objects on the tower, and if not already one object, attach them all together, and name them Tower_Glass_01. Under the tools menu, we select Graphite Modeling Tools.

    1. With Tower_Glass_01 selected and the Polygon sub-object selected under that, select all of the polygons that make up Tower_Glass_01.

    2. In that selector tool I've highlighted in red, we can tell it to select a % of the selected glass polygons. We ultimately want to divide into 4 separate glass objects, so enter 25% in the % field, and hit the Arrow button. We can see only 25% of all the glass polygons are now selected. Press Detach to detach these from the main object, and call it Tower_Glass_02

    3. Now reselect all the remaining polygons again, noting this time we have 3/4 of our glass polygons left, and we want to detach 1/3 as a separate glass object. So this time we enter 33% and detach these, name them Tower_Glass_03

    4. Now we have 1/2 our glass polygons left. This time we enter 50% and detach as Tower_Glass_04

     

    vtez.jpg

     

    Now we just need to add UVW Maps to each of our glass objects, set to Face. The key difference here is that for each of the Tower_Glass Objects, we need to apply the corresponding Tower_Glass Material

    e.g. the Tower_Glass_01 material is applied to Tower_Glass_01 object. (2 to 2, 3 to 3, and 4 to 4.)

    Now, in each UVW Map rollout, we need to assign a corresponding Map Channel. (1 to 1, 2 to 2, 3 to 3 and 4 to 4). This assigns each of the 4 numbered bump maps to each of the 4 sets of randomised glass materials.

    65cf.jpg

     

    The last thing we need to do is create a ground plane. Due to the viewing angle of SC4, glass reflects the ground, and not the sky. This can be a difficult concept to get our heads around because our everyday experience when we look at buildings is usually from the ground, and from that angle, the building reflects the sky. Hence most glass buildings look blue. Our first inclination when we make glass is to make it blue. We need to try and find aerial images of our building to see how it reflects the ground. Bing maps is great for this.

     

    Bat4Max has an automated ground plane tool under the LODs rollout. Realistically it might be easier just to create a large plane around our building, but if you use the Bat4Max tool, there's a couple of things we need to remember.

    1. First, create the building LODs before making the ground plane (Unless you're making customised LODs). The Automatic LODs will include the ground plane within its boundary, and we don't want 1000mx1000m LODs!
    2. The automatic ground plane will be frozen when its created. Bit annoying, but rightclick and select the Unfreeze option
    3. Now we can apply a UVW Map to the ground plane. The size of the map is going to depend on the ground plane image you choose.

    Side note - I decided after about my 6 BAT that some things need to be kept consistent, you can't keep changing some stuff everytime you make a new BAT. When they are put together they don't look good together. Nightlights is one, the Ground Map is the other. So this is the ground map I always use. (This is my personal preference, others will have a different view :) )

     

    The ground map image I use is a chopped-up SC4 in-game image. Some people use aerial views from Google Earth, or probably any other number of sources. I like the effect of the in-game ground-map :)

     

    On a 1000mx1000m ground plane, I set the UVW Map to 256x256.

     

    54ap.jpg

     

    That's it for the Tower Glass. I won't show another render, its just what's already been posted previously :)

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    Damn, Red, so much has happened here while I was gone working at my new job for the past two-three weeks. I'm looking through your past posts and just love how improvements are being made here and there for this project--open/closed blinds, pool water, lounge chairs, umbrellas, just overall vivacity of the tower's surroundings, realistic façade/glass work, fantastic texturing, etc. Absolutely stunning! :yes: And, I'm learning a lot from your tutorials, thanks for that. Keep up the good work and I might as well just say this now but just hold me once you start working on your night renders--I'm most likely going to faint just for the sheer awesomeness when the nightlighting is complete. :ninja: Haha, have a good one as always, Red.

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    Ever-diversifying forms, burgeoning shadows,
    shimmering and scattering of light,
    steady destruction and reconstruction...
    eons of catastrophic beauty

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    Thanks so much for the foliage tutorial!!!   :wub:

     

    I can't wait to give this a shot.  I had completely given up on modifying the 3ds foliage library deciduous trees   :dead:  so this should be great.

     

    :thumb:

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    Red, I can almost picture how it would feel to run my hands through those bushes and "palm trees" while I get the occasional aromatic hint of flowers, grass, dirt, and leaves there--they are just so lively and realistic! Excellent work on the garden! :yes: I get a little lost when it comes to the specifics of what certain vegetation and those small palm trees are supposed to be called, so no worries there, haha. Nonetheless, it could be that I don't see the garden along with the rest of your other amazing work so far for context, but the curb around the garden seems a bit "cold". Adding some warmth and light sprinkles of dirt and cut grass to it should help with the overall vivacity of the garden and balance things to perfection. Now, being a perfectionist myself, I just had to point it out, hope you don't mind. :ninja: (uh-oh, please don't bite me) Haha, but yeah I'm loving the garden and thanks again for your awesome tutorial on making realistic bushes and trees! You're awesome as always. :}

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    Ever-diversifying forms, burgeoning shadows,
    shimmering and scattering of light,
    steady destruction and reconstruction...
    eons of catastrophic beauty

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    Thanks for your comments Finn. Although I agree with what you're saying, I didn't mention this last pic was rendered in HD so that we could see the result a bit better. Not sure if what you're describing would show up in a SD render? You might be right though, the ground-level concrete could do with a little more.. something... I'll work on it ;)

     

    Last update before nightlights...

     

    Sports Car

     

    Even though there is a gazillion car tutorials out there already, I just thought I would add this is for completeness. I had to make it anyway so may as well show it's making here :)

     

    I decided I wanted to make a sports car, and I know like.. nothing... about cars, and like the plants, the thing I ended up with may not resemble any known car to man, however I believe its satisfactory for my BAT. The sports car I made is based on a Corvette.

     

    We start by locating a Corvette blue-print online. Make sure it has all the sides and the top in the image. I used this one, there are a plethora of them.

     

    w9mb.jpg

     

    Lets start with the top. Like the tower model, we only make half of the model to start with and add a mirror copy to it later. Its a bit tricky to see the outline, I'll try mixing up the colours and what have you so you can see a bit better.

     

    This is a low-poly model, so we start with a basic rectangle. I've made it the full length of the car, and divided into 2 segments high, 3 segments wide and 8 segments long. (10 would probably be better)

     

    wr20.jpg

     

    Next we start moving some of the vertices so they conform to the shape of the car. We can add some extra extrusions along the way as well.

     

    fdi8.jpg

     

    9s0p.jpg

     

    3blf.jpg

     

    Lets select some of these inner polygons and pull them up along the z-axis slightly, then make a couple of extrusions. Its starting to take shape now...

     

    js08.jpg

     

    7jrv.jpg

     

    3e29.jpg

     

    Now, lets go to the side view, and again we start to conform the vertices to the outline of the car. This time, we will need to keep all the viewports active. We need to cross check our movements in the orthographic view, otherwise we could end up with a terrible mess. Oh yes... save often :thumb:

     

    6xev.jpg

     

    ek7t.jpg

     

    ym05.jpg

     

    Now here's the really tricky part, we need to work with it mostly in the ortho view, spinning the model around making sure none of the vertices are sticking out at odd angles. We also need to look out for anywhere that needs an extrusion, maybe a poly needs to be disected, or some vertices collapsed. There's no magic formula here, you need to use your best skills :)

     

    sfu5.jpg

     

    6dpz.jpg

     

    When we have something we're happy with, we need to cut out holes for the wheels. This is pretty easy, in the side view create a cylinder the same size as the wheel and wider than the car, and make a duplicate positioned over the other wheel. Convert the car model to a ProBoolean, and select the cylinders. We have now made spaces for our wheels.

     

    ssk0.jpg

     

    leqh.jpg

     

    Next we need to isolate the window polys. Unless you've been very clever or very lucky, you may need to slice up some of the polys so the shapes are right.

     

    flqg.jpg

     

    I'll just skip ahead here a bit. Add a symetry modifier / or a mirror image to complete both sides of the car. Create some more tubes the size of the wheel hubs and add on some toruses (or is it torusi?) to make the wheels. Lastly, we want to apply a meshsmooth modifier to the car chassis so that its not all blocky. If you want, it might help to select all the polys first and tesselate them. That will help the smooth modifier out, but don't go overboard, its still meant to be a low poly car.

     

    Now it doesn't look all that fabulous when its still big, its only meant to be seen little after all.

     

    rz6s.jpg

     

    Now we add some default Arch & Design materials (Glass, Chrome, Rubber etc) and shrink it down to SC4 scale.

     

    Here's the final result:

     

    ugc6.jpg

     

    I could probably iron out some of those hood wrinkles a little bit, but I've run out of time now. I'll fix it up later :)

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    Every tutorial is detailed, and most of this information I was unaware of. Thanks for maintaining a high standard of teaching throughout this process reddon! I am also glad you've put the textures you used on here, which will be helpful for me especially :yes:

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    "Ever wonder why the Yankees always win every game they play? The other team can't stop looking at the pinstripes."

     

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    Funny how autosmooth went totally overboard with the tops of the rear wheel arches. o.O

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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 |=-
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    You've outdone yourself again! :P

     

    Great tutorial, BTW, though I won't be making BATs in the next 4 or 5 years. :P

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    x(x-10)=7[sin(666x]

    The Network Addon Mod for SC13 is now out! Download here.

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    Funny how autosmooth went totally overboard with the tops of the rear wheel arches. o.O

     Lol!!!! :)

     

    Wonderful work on the car and the foliage reddonquixote, keep it up buddy!!! O

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    WOW!

    That looks really good!! :yes:

    Are you going to do a tutorial on how to do the different types of lights??

    Cant wait to see the tower!

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