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As always Jason, you do great work!  Love the Seaduck :-)

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    Thanks Bobbo & Glad you Like it   ^_^


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    Yes it is ^_^


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    I have another update,I am doing some night light tests in sc4 on my

    SC2000 oil power plant remake. ^_^

     

     

    Day Pic:

    Biwdc_Sc2000oil_Power_Plantlighting_Test

     

     

    Night Pic:

    Biwdc_Sc2000oil_Power_Plantlighting_Test


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    I got an update on the house from page2.I have done some more work

    fixing it up & textured it .All Textures(with the exception of the roof texture)
    are from Photos taken by me of the house back in 2007. ^_^

     

     

    pic:
    Biwdc_House3.jpg

     

     

    Pic2 Shows more views & a rendered shot of the front:

    Biwdc_House4.jpg

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    Thanks Bobbo ^_^


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    Posted:
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    Looks good. I think you need to improve on the texturing.

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    Thanks Aaron,yeah I am not happy the way the wall texture came out & I need a better roof texture.

     

     

    Update:Aaron thought I should model the windows out on the above house so I did that,just need

    to re-texture them & I think I found a better roof texture & wall texture.I will upload pics when I am

    done. ^_^


      Edited by BIWDC  
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    Well here it is I modeled the window frames & textured them,I also am having

    issues getting the new roof texture to conform to the model so this is the best it's

    going to get for now.I may need to rebuild the main roof piece again.I did try keeping
    the old wall texture just edited the UV to improve it,if needed i will try the new one
    i found.

    There is more work to be done on this & i want to add the over hang to the front
    & back,also may add the gutters & downspouts. ^_^

     

     

    I have been busy with ETS2 stuff i just released V2 of my Los Pollos Hermanos 

    Trailer Texture & I am making a map,decided today to get back to 3dsmax & get

    the texturing redone for this house.

     

     

    Pic shows 3 views & a rendered shot of the front & back ^_^

    Biwdc_House3dsmax_Newroof.jpg

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    Posted:
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    Looks good, is that chimney round, it looks round to me.

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    Thanks Aaron no it's square i think the UV is making it look like that 

    with the texture i modified that too ^_^

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    Posted:
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    Maybe you need to work on the smooth grouping or the UVW map, it looks like an cylinder object.

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    I think it's just the way the texture looks at a distance(it does need some more work).

    Here is a closer shot of the chimney ^_^

     

    Pic:

    Biwdc_House_Chimney.jpg

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    Posted:
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    Another thing, way are the bricks so large on thee chimney?

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    That's the problem i keep running into(same with the roof)i tried to 

    fix it maybe the texture is to large for the object or something,

    it's annoying me that it won't work correctly.

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    Posted:
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    Have you clicked box for the uwv Mapping, if not click that and re-size you uv maps. Another thing is the smooth grouping click that and highlight the whole object and click on clear the will clear out the smooth grouping. That will keep the edges of the object looking rounded.

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    I don't know about the smoothing groups but I am using the unwrap uvw modifier as a lot of
    the textures are shared so the standard won't work,for the chimney I can do it & I did get the
    bricks more normal using the uvw map modifier instead.I will get a pic soon.
    I don't know about the roof though as that's shared.


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    Update:Here is the pic of the chimney with the uvw map modifier instead of the unwrap uvw
    it does look a lot better.I guess I will have to make each texture separate instead of shared,

    at least for the ones that are giving me trouble.Also thanks for the help & feedback Aaron.

     

    I will see what i can do about the issues once i am done i will post more pics. ^_^

     

    pic:

    Biwdc_House_Chimey2.jpg

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    I finally have some updates everyone.  :)

     

    Here are some new models i made & some I updated a few month ago. Enjoy ^_^

     

    I have not done anything more with the above house but i will,just decided to

    get back to work on one of my old unfinished routes in Microsoft Train Sim &
    add some of my models to it & expand the Route.

     

    Now to the updates:

     

    Here is a hybrid bus roof unit I made a few months ago for my gillig buses on page 1:

    Biwdc_Bus_Hybrid_Roof_Unit.jpg

     

     

    Here is another picture of it attached to the buses:

    Note:in the picture the roof of the buses have been added since the pictures were taken
    on page 1.Not pictured is the non hybrid 
    versions there the same except minus the roof

    unit.

     

    Pic:

    Biwdc_Gilligbuseshybrid3dsmax.jpg

     

    Here are some construction props i recently made:

    Construction Barrels with & without a light on top & some signs.

    Biwdc_Construction_Props.jpg

     

     

    A shopping Cart,high on the poly count & such i am going to try & lower that:

    Biwdc_Shopping_Cart.jpg

     

     

    Another Street Light or Street Lamp,This one is all one piece unlike the last one:

    Well 3 pieces actually,but put together to form one piece ^_^

    Biwdc_Street_Lamp.jpg


      Edited by BIWDC  

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    Well Everyone I have an update on the house Above,I have been busy doing
    other stuff but decided to get back to my models. ^_^ 

    I fixed up some more of the uv maps so the textures fit better.I added the gutters
    & downspouts & textured them.I am planning on releasing the sc4 version of this
    house on new years day.I am also planning on releasing a cities skylines version to
    follow if I can get a good export & get it to work.This will be uploaded as V1(although
    actual is more like V3).I will follow at a later date with V2 which will be improved &
    I will add more details like the overhang & door lights.The V1 will have night lighting
    as windows(Will be My first BAT to be released with Night Lighting). ^_^

    Here are some pics of the updates:

    Pic:
    Biwdc_House_Update.jpg


    Pic2-Rendered Front & Back:
    Biwdc_House_Update_Render.jpg

    as you can see it still has some uv map issues,I am going to hopefully fix that before export.


      Edited by BIWDC  

    fix it up a bit
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    I have another update,I am testing out exporting the house.I did not export it with the night
    windows yet.I made it a prop(for testing)to see how it looks.

    Here is a pic that shows all views of zoom 5,enjoy ^_^

    Biwdc_Housev1_Test.jpg

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    The model is looking very nice. I think it can look better if you do what people also told me to do in my last model, the roof ridges. If this kind of roof hasn't ridges so nevermind, I'm not a pro in roofs :D

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    "If you fall I'll be there"
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    2 hours ago, JP Schriefer said:

    The model is looking very nice. I think it can look better if you do what people also told me to do in my last model, the roof ridges. If this kind of roof hasn't ridges so nevermind, I'm not a pro in roofs :D

    Thanks JP,I never thought about the ridge that is something I could add as the house does
    have one over the middle,I will do that. ^_^ 

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    I would check the scaling on that house. It looks absolutely enormous compared to the surrounding houses, and the textures (namely the shingles and siding) are also massive. I would advise comparing your house's height against that of the ingame bus station and instead compare to the other houses, namely because it seems like the bus station is scaled to accommodate the height of sim props (which are enormous). I would suggest scaling it down between 30-40% (rough estimate, try a few different ratios and see what looks best) in the x and y direction (less in the z direction because height should be scaled up for export anyway).

    As for the textures, consider what you'd see on a real house - rather than 3 boards of siding making up an entire side, you could see anywhere from 5 to 10 times that many (depending on the width of each board, which tends to vary between decades as the style changes). However, since you want to still be able to see what type of material it is ingame, I'd go on the low end (maybe 5 times, so 15 rows) so that you don't lose the lines separating each board to a blur. I'd also expect far more than 3 rows of shingles on a roof - maybe 8-10 per side for a roof of this width, but play around with it and see what looks convincing. When you do this, be careful to not let the textures start "tiling" too obviously - if there is a unique detail/shade/shape in one part of the texture you are using, it will appear over and over again as you tile it, making it obvious that you should be using a bigger texture. 

    That said, the model itself is very nice. The chimney, gutters, and cellar windows are nice details that really bring the house together. We could always use more houses of this style/from this era :) The construction barrels and buses also look promising.

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    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

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    3 hours ago, IDS2 said:

    I would check the scaling on that house. It looks absolutely enormous compared to the surrounding houses, and the textures (namely the shingles and siding) are also massive. I would advise comparing your house's height against that of the ingame bus station and instead compare to the other houses, namely because it seems like the bus station is scaled to accommodate the height of sim props (which are enormous). I would suggest scaling it down between 30-40% (rough estimate, try a few different ratios and see what looks best) in the x and y direction (less in the z direction because height should be scaled up for export anyway).

    As for the textures, consider what you'd see on a real house - rather than 3 boards of siding making up an entire side, you could see anywhere from 5 to 10 times that many (depending on the width of each board, which tends to vary between decades as the style changes). However, since you want to still be able to see what type of material it is ingame, I'd go on the low end (maybe 5 times, so 15 rows) so that you don't lose the lines separating each board to a blur. I'd also expect far more than 3 rows of shingles on a roof - maybe 8-10 per side for a roof of this width, but play around with it and see what looks convincing. When you do this, be careful to not let the textures start "tiling" too obviously - if there is a unique detail/shade/shape in one part of the texture you are using, it will appear over and over again as you tile it, making it obvious that you should be using a bigger texture. 

    That said, the model itself is very nice. The chimney, gutters, and cellar windows are nice details that really bring the house together. We could always use more houses of this style/from this era :) The construction barrels and buses also look promising.

    Thanks IDS2, Aaron Graham also thought I should fix the textures so I have been working
    on the roof textures for the last 2 hours to get them smaller.I had to un-share them & add
    them separate with uvw map instead of unwrap uvw so now that is fixed.I had to add end
    caps because they have a separate texture at the end.

    I don't know what I can do with the walls that does not seem to want to fix so I think 
    I am going to have to go with that.I know it should be a lot more shingles per wall.

    I may add an extra version with a different texture that hopefully will fit.I mainly want to
    keep the original color of the house that's why I want to keep the texture i am using.

    I also added the ridges suggested above by JP,just need to texture those.

    I thought the scale was excellent but I can scale it down a bit more I guess  ^_^

    Here is an updated picture to show the changes in 3dsmax:
    Biwdc_Houseupdated2.jpg

     

     

     

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    Here we are another update I have done the walls again turns out just needed a bigger texture
    with more shingles on it ,so I spent a half hour or so modifying the wall texture in ms paint &
    duplicating the shingles so now the walls will have more sets of shingles.This house(real one) 
    has around 7 sets on the front & back more on the sides,so I tried to keep it close to that & I think
    it came out great now.

    I also textured the Ridges now. ^_^

    Here is a rendered shot of the new walls front & back & a pic of the ridges textured:
    Biwdc_House_Update3.jpg

     

    As you can see i need to fix the uv map in the front you can see the white.


      Edited by BIWDC  

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    I have an update ok so I fixed the uv problem in the above pic & I scaled the model
    down a bit more.I think it's better now,if anyone still would like me to scale it down
    more let me know.

    I exported it again(still not with night windows)& made it a prop for testing on a different
    lot this time.

    Here is a pic that shows it at zoom 5 again with all 4 views:
    Biwdc_House_Test2.jpg
     

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    Well Everyone I have finished & Uploaded the sc4 Version:

    Pic1
    Biwdc_House_V1_Pic1_day.jpg

    Pic2:

    Biwdc_House_V1_Pic2_Night.jpg

    Pic3:
    Biwdc_House_V1_Pic3_Day_Night_Growable.j

    You can Download it Here:https://community.simtropolis.com/files/file/30899-biwdc-house-v1-medium-wealth-residential-growable-landmark-versions/

    • Like 1

    Check out My files by typing: Biwdc in the stex search.

    Check out My sc4 Site here:Biwdc Lot's Inc.(Sim City 4 Stuff)

    & New forums Here:http://biwdcforums.com

    Check out My Web Server Here:Biwdc Lot's Inc. Web Server,Biwdc Forums PHPBB

    Useful links:Get Your Maxis Files Here! -Mac-P.C,SC4 Devotion Maxis files! -P.C -Sim City.ea.com no longer exist so get the maxis files from the links to the left ^_^

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