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I would say is ok,, apart that the roof seems to bright to me, but, with no game preview (bat render of it) I can't tell you much further. that's should be the way you would present us the models so we can better assess them :)

but looks promising.

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Wow, both looks very good, but the game usually isn't very careful with the smaller models and the original colours. It would be useful that you update an image of the model inside the game, to see if it matches the rather dull colour scheme and the texture scaling.

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Uh, in fact I have no idea about the precise method, but you can use whichever tool you have to change the colour, trying to match shingles that are in the game (low density 1x1 R$$ houses could be useful). Basically is to assume that Maxis got the colours wrong and that palette is now the standard, so you have to mimic it.

By the way, which material is meant to be the small roof on the front? Now it looks like concrete, and even if those things are very common on modernist architecture, they look a little bit out of place with shingles and A-shaped roofs.

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  • Original Poster
  • matias93: That material should be concrete, which I also think it's not looking good. Regarding the pallet, I callibrated Photoshop to match Gmax colors, but not sure yet if Photoshop needs callibration if working with 3ds Max.

    Another shot with some modifications. Changing roof and walls tiling improved a bit.




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    You can actually completely undo the calibration stuff. What that did was change the colors of textures so that in gmax the adjustments would cancel out the yellow of the "sun". In gmax since the lighting was so bad, and since the yellow tint made it hard to texture certain types of things, it was more understandable to try to correct for this.

    But in 3ds max the lighting is pretty natural and neutral looking. Most of the time you can actually use accurately colored textures. Now of course most of the textures you'll find online aren't accurate, and what "accurate" means is kind of arbitrary since different objects in real life have different colors anyway. So you'll still need to adjust some of your textures. 

    So most of your texture adjustments will be to make them seem what you would consider to be correct. 

    The adjustments for the game will be smaller. The game has a certain color scheme that has a lot of pinks and blues and purples in it. So giving your textures a red or blue tint will make it blend in with the maxis buildings better. Red is usually for higher wealth buildings and blue and purple are for lower wealth buildings. But these kinds of adjustments are very subtle, and developing an eye for colors in general is more helpful. For example, your garage doors have a greenish hue to them, and your siding is purple. 


    For your roof's uvw map, I've found that the "Map Scalar (WSM)" modifier is fantastic for pitched roofs. It automatically orients your texture and scales it uniformly. Because you want all of your tiles to be the same size. 

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    I like it! But, is it just me or does it look a bit oversized? Well, compared to the Maxis homes, I guess anything looks oversized...they are after all quite undersized.

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    That's such a cute little building! I like it so far!

    For the textures, I preferred the brighter appearance more, looked more washed out (it would need a bit desaturating, a tad less brightness and like Jason said maybe a subtle hint of blue or red then it would fit perfect).

    About the same tiling of the texture, another really handy way to do it is the Aquire button within the UV Map options. You click it and then you click an object which UV mapping you want to reference. In the pop-up then I usually use Absolut, which acts then like a continuation of the pattern on your current object with the same scale and same pattern placement. Very useful and something I somehow only last year discovered. Btw, the tiling size on the lower roof looks accurate. The higher roof a tad too big.

    And about the lights in Max, if you have Bat4Max already installed and you add the daylight system through it your renderings should reflect the way it looks ingame I believe.

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    Aside from color and saturation and those aesthetics, I think the roof belongs on one style of building, and the body belongs on a different one. 

    The horizontal slats and front porch make this look like a very typical building you would find anywhere in "Americana," from suburbs to more rural, small town areas; yet the roof being made of terra cotta tile points to a more particular and specific provenance and locale.  It doesn't look like a more modern building from the design (that is to say, recently built) so the roof treatment seems to me to be a strange choice.  In fact, I just googled "terra cotta roof" to see what came up, and most of the images I found didn't look anything like the body of the house on which the roof in these pictures sits.  Plus, someone more familiar with architecture might be able to answer, but the pitch/angle of the roof may also be throwing my perception off - this pitch seems too steep for a terra cotta roof (at least to me), which also adds to why it might be incongruous.  On top of all that, the vast majority of pictures I found showed hipped roofs in terra cotta, not gable roofs.  I think this is what is throwing me off the most.

    I think the roof should be shingles, similar to a texture for gable roofs seen in the game.  I think it would fit better with the rest of the building, and match more of what is available within the pool of Maxis buildings in-game as well as a large chunk of similar user-generated custom content available here and elsewhere.  But that's just my opinion.

    One other thing to watch out for when texturing - you can barely see it in the preview renders in-game, but you can see it in the 3-D shots you provided - be wary/careful of how your horizantals line up, both with themselves, as well as with architectural elements on which they are the surface textures.  If you look at the corners of your buildings, the slat lines don't quite line up or match from one wall to the next.  Depending on the texture, size of BAT, etc. this can be a glaring error. Also, in some areas, particularly the top of the "cutouts" of the garage doors, the slats should probably align with those horizontal details; as it is, it looks like they had to slice a portion of the slats out when they "carved" the garage door.  You can't really see it in the in-game render, but sometimes stuff like that does show or pop up...

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    Wow, you're really making fast progress! :golly: It's also a positive sign IMO that you are not easily satisfied with your results and question everything - unless you overdo it, that's a healthy kind of perfectionism that will lead you to better and better BATs. Keep it up! :)

    As for your current dissatisfaction, there are some good suggestions from madhatter106 there, and I'd like to add that the roof might look better if you actually modeled the ridges.

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