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Memph5

Memph's BAT Thread

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I decided to try my hand at making BATs, and just downloaded 3ds Max this morning.

 

The first BAT I would like to make is a pair of Montreal row triplexes on a 1x2 lot.

 

They would look similar to these: http://goo.gl/maps/rW3C2

 

I'm going to use this thread to post questions and show my progress since I'm a complete newb at this...

 

Q1: 1 square in Sim City is 50ft/16.67m correct?

Q1b: How do real world units scale to pixels (photoshop)?

Q2: Should I model walls as boxes?

Q3: Will making spiral staircases (ex http://goo.gl/maps/6civh) be very difficult?

Q4: How do I change the size of the background mesh/coordinate system? I changed units to meters and now it seems like its 14 squares across (0.254m per grid square). How do I make it say 17m by 17m with, say, 1m squares?

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Hmm. I want to learn how to model building too. Can't find any good tutorials or tutors. Haha

I have my eye on Las Vegas hotels which would be a feat.

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1: One square is 16x16 meters.

 

1b: I think everyone does this differently, I just usually make 10 pixels = 1 meter. Makes texturing and modeling easy.

 

2: I just would use extruded splines instead of boxes but that's because I use GMAX and can't do any of the tricks 3DSMAX users can do.

 

3: You can use the array tool to make spiral staircases but that staircase has a pretty unusual shape, I think you'll have to make it in halves (top and bottom) and mirror the top half but that's beyond anything I have done.

 

4: You can adjust that in Customize/Grid and Snap Settings.../Home Grid.

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    Looks like 3ds max has some sort of spiral staircase object, I'll play around with it once I get to it. Right now I'm checking out the window and door AEC objects.

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    I'm looking forward to your progress - once you get the hang of BATing these first buildings, I imagine adding a few variations and adding a building family would make this into a nice little set (see Spa's as an example).


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    A quick comment about the pixels in photoshop... they don't correspond to real life dimensions. What gives a texture its dimensions in 3ds max is a uvw map. So you can have an image of any dimension, and give it a uvw map of 10x10x10 meters in 3ds max, and it will be that size.

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

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    A quick point about no3. DO NOT use the mirror tool form the main menu in Gmax . Use the mirror tool listed in the "modifier list" under "Parametric modifiers". The first option is broken and messes-up any subsequent texture you may apply.  (applies to Gmax only).

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    Another question regarding scaling. So if I make everything 1.33x taller, how should I scale the width of doors and windows? Like if the door is 0.9x2.0m IRL should I make the model 0.9x2.7m or would that appear too skinny in game and I should rather make it 1.2x2.7m.

     

     

    Anyways, this is what I have so far.

    MontrealTriplex1sttry_zpse0d3ec28.png

     

    Windows and doors (I used the AEC ones) are protruding, but if that's something that would be visible in-game I guess I can always change them to be inset.

     

    Next I plan to do balconies and railings, lintels, then stairs.

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    I believe most BATters make the whole building and then scale it up.

    If I am incorrect, you can be assured I shall be corrected shortly. :D


    photo-145389.giftumblr_l9k4snrJjF1qe2w11o1_100.gif

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    Yeah most people model everything to real life dimensions and then scale up to either do preview renders or the final render.

     

    In general I would avoid the AEC objects and model everything. It will help you learn modeling faster, and windows and doors and stuff are simple things to make.


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

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    I agree with Jason on both the scaling and the AEC stuff. 

     

    About the scaling: Dont worry about that. Your main criteria should be to get the real simension right. It happens often enough that the batters get into trouble with the dimension thing due to lack of information about their building. And actually, everything you do is supposed to be a masterpiece and so it's your task to keep modelling as perfect as possible so you can be proud of yourself in the end (Considering that the 133 % are only necessary for the game due to the strange compressing effect that the game does to your building. 

     

    About your AEC objects. It's basically never wrong to use them as long as they are considered to give a special effect to your building (Just like having a stair going up to your roof. It isn't necessary for you to model the entire object as it is not completely visible). However, what you should do is modelling doors, windows, balconies, chimneys etc. on your own. Especially when your dealing with a recreating you often won't get the optional result compared to the original. Although the objects are good for beginners and give you several opportunities about giving your building the certain something I would highly recommend you to do everything on your own! :)

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    So I was busy with back to school but I should have time to get back to this now...

     

    I'm trying to detach my windows but when I select them the detach option is greyed out/unavailable. Anyone know why?

     

    2psoghw.png

     

    Alnyways my to do list so far:

    -balcony railings

    -stairs

    -doors

    -a couple more windows

    -cornice

    -window sills

    -lintels (I guess that would be a texture since they don't stick out?)

    -columns connecting the balconies (ex: http://goo.gl/maps/0mCZT)

     

    And is it really 16m for a single sim city tile? My building is 8m but it seems wider than the typical half tile rowhouse in sim city. Plus 1/3 tile rowhouses are quite rare among BATs even though that would seem more typical than 1/2 tile ones (at least 5.3m/17.6ft is typical in Toronto, even 12-15ft is not that unusual).

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