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Hey Schriefer! Good to see you BATting! Not bad, that's a good start. I didn't realize the BH Banco Central tower was a duplicate of the one in Brasilia. In any case, I'm sure some BATters will give you a hand for the modelling and the textures. I'm not a big fan of the London Business center, still looks too boxy, but the Banco Central is looking good for a first attempt!

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Looking good there with those BATs, particularly the the Central Bank tower. Although, when it comes to BATing, it's recommended that rather than using flat, dimensionless textures, that you model the roof junk rather than depending on textures to simulate roof junk alone. ;)

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    Glad to be your first audience here. Hope these projects go well :thumb:

     

    Thank you!

     

     

    Hey Schriefer! Good to see you BATting! Not bad, that's a good start. I didn't realize the BH Banco Central tower was a duplicate of the one in Brasilia. In any case, I'm sure some BATters will give you a hand for the modelling and the textures. I'm not a big fan of the London Business center, still looks too boxy, but the Banco Central is looking good for a first attempt!

     

    Good to see you here Bastet! I'll try to make London Business Center better. Thank you :)

     

     

    Looking good there with those BATs, particularly the the Central Bank tower. Although, when it comes to BATing, it's recommended that rather than using flat, dimensionless textures, that you model the roof junk rather than depending on textures to simulate roof junk alone. ;)

     

    Yea, you are right, I'll try to fix it..but I started a short time ago, I'll need time, even need to learn how to do the night versions. Thanks for the tip :)

     

     

     

    Well, do you guys knows if there's a way to open props in GMAX and make them be a part of the BAT? Because I want to put people and other things in the balconies, etc


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    It's not possible. buildings and props, etc. are all pre-rendered images projected onto very simply 3d geometry in the game. It's just easier to use a 3d engine to do the composting rather than using the complicated z-indexing used for truley 2d games like SC3K. It's similar to how Donkey Kong Country used 3d graphics, and how Mortal Combat used real life photography. DKC is "3d" and Mortal Combat is "filmed" but they're both still just 2d sprites like any other SNES game.

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

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    Well, do you guys knows if there's a way to open props in GMAX and make them be a part of the BAT? Because I want to put people and other things in the balconies, etc

     

    Alternatively, there are prop models available on the STEX in the format of .3ds files that you could just download, and import into GMax and add to your BATs. And just throwing it out there, while you're already attempting BATing, you should try downloading the student trial version of 3dsMax (2012). ;)

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    Selbring County 3N Random & Random The World by Huston The Random Project The Gurivian Federation Huston@NYBT

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    Alright, I think I had a little progress here. I changed the roof texture (but it's not realistic yet) and about the gardens I'm working on it to do like the original building, it's complex.

     

    7jls.png

     

     

    piea.png

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    From a loting perspective you are really limiting yourself by BATing the entire lot. I would just concentrate on the actual building, and use textures and props to liven up the lot using the lot editor.

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    From a loting perspective you are really limiting yourself by BATing the entire lot. I would just concentrate on the actual building, and use textures and props to liven up the lot using the lot editor.

     

    I can understand you, but the problem is that in the LOT editor I can put the props and flora only in the ground, you know? ground level 0. Then, I'm BATing the other levels..


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    Actually, you can raise props by pressing Ctrl+(Up). If I'm not mistaken is in 0.1m increments.

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    Yes, you can raise props. However, if you want to place props on any part of the BAT, the LOD shell of that BAT must follow the shape of the building. With a simple cube LOD, the props will be swallowed.

     

    In any case, I agree that it might not be the best idea to model out the entire ground plaza, unless it is very unique and fills the entire lot. The seam between a BATted portion of the ground and the rest of the lot is always awkward. Not to mention that the LOD size (and hence, file size and export time) increases considerably if you model out an extensive ground plaza around the building.

     

    As for the rooftops, they look much better with some three-dimensionality (is that a word?) added to them. I wouldn't use a diagonally oriented texture on a strictly orthogonal element such as these rooftops, however. Besides, you now have virtually identical roof junk on all four roof sections. This roof junk is also oriented diagonally, which doesn't really make sense on a building that's all orthogonal lines and right angles. Moreover, I assume that the textures you put on there initially were taken from satellite photos. You can use these textures as templates for modeling out the roof junk. Is the building visible in Bing maps' Bird's Eye view, or do you have any good photos? This is always very helpful to find out what's actually on that roof, and having a reference to go by is often easier than making up something out of thin air.

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    Actually, you can raise props by pressing Ctrl+(Up). If I'm not mistaken is in 0.1m increments.

     

    Thanks Ro-Bo!  :)

     

     

    Yes, you can raise props. However, if you want to place props on any part of the BAT, the LOD shell of that BAT must follow the shape of the building. With a simple cube LOD, the props will be swallowed.

     

    In any case, I agree that it might not be the best idea to model out the entire ground plaza, unless it is very unique and fills the entire lot. The seam between a BATted portion of the ground and the rest of the lot is always awkward. Not to mention that the LOD size (and hence, file size and export time) increases considerably if you model out an extensive ground plaza around the building.

     

    As for the rooftops, they look much better with some three-dimensionality (is that a word?) added to them. I wouldn't use a diagonally oriented texture on a strictly orthogonal element such as these rooftops, however. Besides, you now have virtually identical roof junk on all four roof sections. This roof junk is also oriented diagonally, which doesn't really make sense on a building that's all orthogonal lines and right angles. Moreover, I assume that the textures you put on there initially were taken from satellite photos. You can use these textures as templates for modeling out the roof junk. Is the building visible in Bing maps' Bird's Eye view, or do you have any good photos? This is always very helpful to find out what's actually on that roof, and having a reference to go by is often easier than making up something out of thin air.

     

    Alright, I'll follow your tips. Actually I was with this problem because I didn't know how to raise the props, now I know it :)

    I have not pics of the rooftops, just from Google Earth, I'll try this Bing maps Bird's Eye view.

    Your tips were really useful. Thank you :)


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    Alright, I think I had a little progress here. I changed the roof texture (but it's not realistic yet) and about the gardens I'm working on it to do like the original building, it's complex.

     

    7jls.png

     

     

    piea.png

    un edifico latinoamericano, gracias

    the latinoamericano building, thanks

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    While I learn how to do the night versions I'm doing another projects, like this one I'll show now. It's where my friend lives and I think its cool :)

    As you can see, it's not finished yet. I was testing to check if it was ok, but it's not, look that. In the preview and when it's rendering it's ok, but in the game it's different. Do you know how to change that? What option?

    The textures I'll change. Like I said, it's just a test.

     

    5lo3.jpg


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    I started to detail the building, and still looking for the right texture for the windows and the roof top. I'm accepting tips :)

     

    bwh5.jpg

     

     

    zuv5.jpg

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    That's a huuuuge improvement my friend! Well done, I love the details of the balconies ! Good job  :thumb:

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    That's a huuuuge improvement my friend! Well done, I love the details of the balconies ! Good job  :thumb:

     

    Thank you, Bastet. :)

     

     

    Great work! You're well on your way to an outstanding final product.

     

    Thank you, Bipin. But you can't imagine a lot of things I have to do in this building yet to make it like it really is. 

     

    A little update now, in the game the building was lower and wider, so I correct it and now the details are appearing better :) I started to detail the roof, but Max is not recognizing some textures (damn it) but I know how to fix it. Next update I'll show the back of the building, it's simple. 

     

    Ps.: I think it's too clean too, some tip?

     

    e7fi.jpg

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    Alright, I was studing too much this week, but now I have an update here. That green rectangle in the left side will be a futsal court and the blue a pool. The green in the middle and bottom will  be a garden (I'll make it with LotEditor), and there's another garden to do yet.

     

    1hso.jpg

     

     

     

     

     

    Like I said in my last post, I'll show now a picture of the back of the building (lot of things to do that yet)

     

    0kur.jpg

     

     

     

     

    And....tadaaaaahh..I've just finished to read some tutorias, and now I'm playing with the lights, next days I'll improve that (I know it's horrible now, but it's just to show that I'll start to lighting now, yay!) - and I don't know how the heck that bizarre image in left-bottom appeared on my print-screen o.O 

     

    va3r.jpg

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    Great progress, you are learning fast!

     

    But in addition to what Jason has stated above, I would work on the brick texture you have for the lower area there. It seems to be tiling, and that is something that sticks out when people look at a BAT.

     

    As quoted from zahrul3 from a couple years ago in my BAT thread when I was having a similar issue, here is how to fix it. :)

     

    Here's how to fix tiling
    Say:

    |_____||______||_____||______|
    ___||______|______|_______|___
    |_____||______||_____||______|
    ___||______|______|_______|___
    |_____||______||_____||______|
    ___||______|______|_______|___

    |
    | to
    v

    |_____||______||_____||______|______|_______|_______|_____|
    ___||______|______|_______|______|______|_______|______|___
    |_____||______||_____||______|______|_______|_______|______|
    ___||______|______|_______|______|______|_______|______|___
    |_____||______||_____||______|______|_______|_______|______|
    ___||______|______|_______|______|______|_______|______|___
    |_____||______||_____||______|______|_______|_______|______|
    ___||______|______|_______|______|______|_______|______|___


    Its also in SimHotToddy's signature, its an easy tutorial. You can actually do it in paint without much disripancy.

     
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    The windows are put on the outside of the walls, but they should be set in to the walls. It's something that must be done. :)

     

    I'll fix that :) Thank you.

     

     

     

     

    Great progress, you are learning fast!

     

    But in addition to what Jason has stated above, I would work on the brick texture you have for the lower area there. It seems to be tiling, and that is something that sticks out when people look at a BAT.

     

    As quoted from zahrul3 from a couple years ago in my BAT thread when I was having a similar issue, here is how to fix it. :)

     

    Here's how to fix tiling

    Say:

    |_____||______||_____||______|

    ___||______|______|_______|___

    |_____||______||_____||______|

    ___||______|______|_______|___

    |_____||______||_____||______|

    ___||______|______|_______|___

    |

    | to

    v

    |_____||______||_____||______|______|_______|_______|_____|

    ___||______|______|_______|______|______|_______|______|___

    |_____||______||_____||______|______|_______|_______|______|

    ___||______|______|_______|______|______|_______|______|___

    |_____||______||_____||______|______|_______|_______|______|

    ___||______|______|_______|______|______|_______|______|___

    |_____||______||_____||______|______|_______|_______|______|

    ___||______|______|_______|______|______|_______|______|___

    Its also in SimHotToddy's signature, its an easy tutorial. You can actually do it in paint without much disripancy.

     

     

     

    Thank you for the tip, but I think I did not get it, it's a project to do tiles better?

    Actually that lower area is not brick texture, it's granite, I'm looking for the right texture.


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    Fixing the windows yet, and the whole lot will be this, now I've to improve everything, textures, gardens etc :)

     

    1d7o.jpg

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    I need some help here with a granite texture. The lower part of the building is covered with granite slabs, but I can't find a way to do it real. Already tried to do bigger images, clearer images, but nothing is good enough :lost:  And I'm trying to do real windows but all my attempts are horrible.

    This is the real granite texture of the building.

     

     

    Well, the building is looking like I'll show you now. I'm batting trees, gardens, tables because I have not control of the LOD's yet, don't know how to use it. Tips are welcome :)

     

    lffq.png

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    Looking good! I'm interested in seeing what the final product will turn out to be.

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    Dear sir/madam/whoever will read this!

    This profile is now defunct.

    Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

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    But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

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    It's looking great, really great. And the night render you made is quite promising.  :thumb:  :party:

     

    Only big problem (like has already been said) is the tiled textures. TIled textures really make cgi look cgi.

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    Excellent work! The very first building you showed us (in your first post) is my favorite.

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