Jump to content
Koesj

Koesj's Building Woes: Dingbats!

291 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

The building looks good. I'd like to see the taller one too. I like that L-shaped complex you built. I'd like to put one like it in my city.

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Awesome!  I like the w2w aspect as well.

Low hanging fruit:

- How hard would it be to add a 4x4 "L" corner version that lets you make w2w L shaped buildings, for larger corner blocks or office parks?

- Alternate colors, like the pale burgundy shade that seems so popular in corporate parks?

 

  • Like 1

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    @ethansprang both of those are good ideas in general, but maybe not for this particular building haha. These kinds of black slabs were generally built on square or rectangular footprints to maximize rentable floorspace, so I feel like any efforts from my side to provide the lego pieces for a more L-shaped are kind of moot.

    Second, colorization would break up the intended uniformity of it all right now, though I'm thinking hard of maybe including it in the pillars and blinds behind those window strips to simulate different kinds of glazing. Thing is though, this particular kind bronzed of glass was pretty important in getting the whole corporate style to take off (there's a great article on these developments), and I wanted to celebrate the history behind it.

    Also, to me, the pinkish, copper, gold, etc. sheens that you see in later buildings of this general style IMO go better with different proportions and approaches to verticality; 2m/2m alternating strips of windows and walls (in either direction), even less depth in the facade than I've got going right now, a more massive base to the building instead of the pillar-supported first floor, those kinds of things.

    So what I'm saying is that different 'colors' deserve different proportions and probably even materials, like with the concrete columns on my Banhammer Office instead of the full glass anthracite/bronzed combo I've got going on here :) 

     

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    What I don't get is that my asset doesn't show up as loadable under the 'new asset' option in-game, now that I've subscribed to it. Anyone else have this problem and/or an explanation for why this is happening?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    18 hours ago, Koesj said:

    What I don't get is that my asset doesn't show up as loadable under the 'new asset' option in-game, now that I've subscribed to it. Anyone else have this problem and/or an explanation for why this is happening?

    Mh, this is weird, but other workshop assets are visible?

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    39 minutes ago, Feindbold said:

    Mh, this is weird, but other workshop assets are visible?

    Yeah they are. Dunno what's going on.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Some much needed maintenance work: I'm redoing parts of my Banhammer Regional Office for better visuals, realism, and nightlights.

    Instead of 15x3 vertically tiling window strips the facade's now made up of 25x5 horizontal rectangles, mapped out on 9 discrete 8x3m 16ppm texture blocks. A little bit less variation, but more of the same horizontally-focused nightlighting that I've done on my last three buildings.

    Also, wayyy more subdued colors on the diffuse, some specular tweaks where I made the mistake not to add enough padding (this tends to show up at night, and only with Rush Hour+Time Warp have I really started to pay enough attention to nighttime again :lost:).

    Then there's the change in mechanical floors: no longer do they totally break up the clean lines of the facade! It's all been consolidated at the top and bottom. I had foolishly forgotten the whole two bunker-like bottom floors that'd be used as service areas in real life, so scratch (at least) one superfluous mechanical level up top. Makes for a better balance to the building IMO.

    Aaaanyway, still lots of tweaking to be done methings.

    Screenshot.thumb.jpg.eaf5d4d78919dbf4db5

    Screenshot.thumb.jpg.3c9d219a50d3e6c14bb

    Finally, the LOD's still on my to-do, but hopefully everything can be done and dusted before the end of the weekend.

     

    So how about that RICO integration eh? :D 

    • Like 4

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    2 hours ago, Koesj said:

    Then there's the change in mechanical floors: no longer do they totally break up the clean lines of the facade! It's all been consolidated at the top and bottom.

    And here I thought you had gotten your inspiration from a different building :D.

    Spoiler

    VKUTG4J.jpg

    I must admit that I like the mechanical floors. They give the facade structure. However, the new solution looks also good, especially because of the larger top floor segment.

    And try not to get too close to this one:

    Spoiler

    u5kdhTPh.jpg

     

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    2 hours ago, Turjan said:

    And here I thought you had gotten your inspiration from a different building :D.

      Hide contents

    VKUTG4J.jpg

    I must admit that I like the mechanical floors. They give the facade structure. However, the new solution looks also good, especially because of the larger top floor segment.

    And try not to get too close to this one:

      Hide contents

    u5kdhTPh.jpg

     

    Aieeee what's that last one?! It might look too much of the same yeah...

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I really like the changes, also it thems like you reduced the blue/turquoise window colors. Colors looking way better now (but thats maybe just my personal preference, I think turquoise/orange and golden colored windows are some of the worst design choises known to humankind :rofl:)

    • Like 3

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    7 hours ago, Koesj said:

    Aieeee what's that last one?! It might look too much of the same yeah...

    No worries, there's not much similarity during the day. It's the side view of this one. A building exactly according to Feindbold's tastes, if I see that correctly :kitty:.

    I was just reminded of this specific view when I saw your new version.

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Ah yeah, CEMIG, luckily I was already aware of its existence and the large enough difference in proportions between it and BRO haha. I updated that sucker btw so go check it out in your cities if you've already got it and tell me what you think. If you haven't got it yet, shame on you, and head here ;) 

    Contrast and compare both my own and hqsouza's interpretation of the 'concrete international style'. I think they fit well with each other (though maybe not side-by-side): 

    Screenshot.thumb.jpg.f943c0d3edab8d4e939

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Yup, they work well together:

    Spoiler

    LOFsuDS.jpg

    Looking good.

    • Like 3

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Btw, someone tell me I'm a complete moron for wanting to re-do my first asset :lol:

     

    Untitled-2.thumb.png.d79bcb477d05d70f956

     

    That Tri count is off, 446 with the new geometry vs 362 on the old model.

    Parapets on the balconies though! Symmetry modifiers so I only need to re-UV the discrete elements once! Wayyy better texture resolution because I now actually know how to lay-out an atlas! 

     

    Eurrrgh who am I kidding. The windows will be a gigantic pile of work if I want to get them as nice as with my last couple of buildings. Also thousands of extra tris.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    At the very least I'm going to unass the roofs, nightlights, and hopefully as many normals as I can get to :boggle:

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    What's that tool you are using?

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    5 minutes ago, Darf said:

    What's that tool you are using?

    TexTools, really useful for quick tight packing and cropping. Also instant wireframe dumps of *all* your different objects to the clipboard (great in photoshop as a reference layer in the Subtract blend mode).

    Also to 'fix' 1k DLG I want to redo everything. No ifs and buts. It's a good exercise in Max modeling though, and if I get sick of it I can just let it lie around since the building's already out there and seemingly well-liked.

    CSDLG1.thumb.png.866a4b337465cb13474f51b

    I've already eliminated decent parts of the texturemap through horizontal and vertical tiling. Hopefully with instantiation and the symmetry modifier there's going to be zero artifacts on my spec and normal maps.

     

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    11 hours ago, Koesj said:

    TexTools, really useful for quick tight packing and cropping. Also instant wireframe dumps of *all* your different objects to the clipboard (great in photoshop as a reference layer in the Subtract blend mode).

    Also to 'fix' 1k DLG I want to redo everything. No ifs and buts. It's a good exercise in Max modeling though, and if I get sick of it I can just let it lie around since the building's already out there and seemingly well-liked.

    CSDLG1.thumb.png.866a4b337465cb13474f51b

    I've already eliminated decent parts of the texturemap through horizontal and vertical tiling. Hopefully with instantiation and the symmetry modifier there's going to be zero artifacts on my spec and normal maps.

     

    Know that it's very well-liked. It's one of the best buildings on the workshop, period. It looks incredible even close up, and the file size is stunningly small. You've done great work.

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Small update: I've gotten my normal map facing issues out of the way by being really careful about mirroring stuff. C:S' Unity fork doesn't handle it well, but if I manually flip UV shells in Max I can get everything pointed the right way.

    Compare and contrast the original asset with a solid color test of how the 'alpha-masked partial specularity windows' (ampsw?) look in:

     

    Untitled-1.thumb.jpg.d143a8e4c87d993cc62

     

     

    Whoa, It's exactly the kind of upgraded sharpness I was aiming for and knew was possible!

    What I've now found out is that the added geometry isn't that heavy. I'm at around 5200 tris right now compared to 4575 on the original version, and with another couple of hundred extra tris I'd be back at the same level of geometric detail. However... some extra texture space has opened up, and I might as well sacrifice another 1-2k extra tris on roof/base detailing.

    How would you guys feel about eventually updating the whole asset, and going from 4.5k to 6-7k tris in the process, but with the same LOD model, map sizes (1024 on the main), and wayy more detail & sharpness? Is that fair towards current subscribers?

    • Like 3

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I don't know the building's footprint, but 6-7k tris doesn't sound unreasonable to me when it comes to (what I assume is) a large ploppable. Either way, the size-to-tris ratio is probably a whole lot better than the average Workshop asset.

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    10x10 footprint, so let's say ~70 tris per square :D 

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I think that number puts a whole lot of assets (custom and vanilla) to shame ;) 

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'd say that would be a fine update. Going up let's say 2.5k tris shouldn't be that much of an issue for a building like this, and if some people can feel that change, then they should prob go through their assets and clean some out. And to have the building look sharper and more detailed would definately be worth it. :) 

    • Like 1

    My workshop items

    Catch my latest project and future plans on my Patreon page

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thanks! I talked to templeofdoom about that Norton building of his for a bit when he commented on my 11-floor Corporate Modernist Office, and I'd say that among the international style buildings on the workshop it's pretty decent.

    Of course Zed's pint-sized Chase Manhattan is beyond comparison, but first with my Banhammer Bank and later with Chirpigroup Center and the two CMO assets I've tried to emulate the modeling and texturing style. Worked out pretty well, right? The trick is all in the alpha masking of the partial spec windows and laying out the latter along horizontal strips for realistic nightlights (had to eliminate the vertical tiling on BRO to get that right with my recent update, lotsa extra work).

    If the model doesn't support those two techniques, the quality just isn't going to be there. I'd like to see some stuff that incorporates the sharpness and lighting details of my approach in a totally different manner, but even naskko26's super-clean style only gets there through high tri counts, sometimes very big texture maps, and lots of repeating textures with zero normal mapping or ambient occlusion baking. 

    Not to toot my own horn too much, but all those different elements - alpha masking for partial specularity/diffused windows, horizontal window strips for nightlights, normal maps, and AO bakes - have to come together if you want the perfect modern skyscraper asset. I cringe when I look at the current 1k de la Gauchetière (or even 2 Pru) and there's elemental mistakes with how I approached the asset conceptually, leading to all those elements not being there :(   

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Oh as I dont know much. I never modeled (since October), but good work in Photoshop. I think I understand this technique. I'll try it. Btw I never baked texture or used AO maps. Should I try it?

    • Like 1

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections