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2 hours ago, Vitor13 said:

Hi! *:D

After years of playing SimCity 4, I ended up deciding to contribute to the creation of new content for SimCity 4. I started recently a modeling and i want share my content for community.

Hi Vitoraju,

thanks, we can never have enough people interested in contributing, and you've made a great start! (nice to see modelled windows/doors). I lurked for a few years before I ventured into content creation too.

As for advice, it depends on what you're wanting - the level of realism that people aspire to is very much an individual thing. Personally I think the building is looking fine, but the textures need some work. There are three areas that could benefit from some more work texture-wise (once again, in my opinion*:)).

1. Nearly all textures created for SC4 will usually need some desaturation (generally minus about 15-30 in Photoshop). Your red texture here could do with some de-saturating.

2. I would suggest learning to create whole textures rather than using tiling textures - this is particularly apparent with the roof. Whole textures make a huge difference to the overall reality of a BAT.

3. I would create whole textures for the walls as well (by combining the red and white stripes in Photoshop or GIMP etc) so that you can apply a gradient to the whole wall. This helps make a building look more real with a slight shift from light to dark, top to bottom, which I guess replicates the effect of sunlight.

Here is a good tutorial: Photoshop, GIMP, textures and you(r) BAT.

This will cover these points and others. Like I said, it's up to you when it's ready - but if I had to pick one thing to do from the list it would be the de-saturating, as a too saturated BAT can be seen zoomed way back, long after the finer details of texturing have been lost from sight.

Hope some of this helps, and good luck!

 

 

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Nice to see you decided to create a thread :)

I agree with thingfishs, the textures need some desaturation and also a bit of dirty, yours are way too clean right now. Regarding the windows textures, you don't really need a good texture there because they will reflect the ground, so what you need is actually a good ground map.

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Hey, Vitor! It's good to see you here and a new batter is always welcome.  I don't have any experience with BATs to make a critics, and I think the two comments over the my are better to this, so I pretend just follow your job :lol:

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    @thingfishs @JP Schriefer I modified the red texture and the white texture of the building a little. And I focused on the building's roof, which was very "repetitive" and clean. I chose to put a dirtier texture, to give a greater realism. I am still testing the results, but so far this is the one that I found most harmonious (see the image below). 

    @Dgmc2013 I took advantage of my free time (for now) to get back to the SimCity 4 universe *:D. Thanks Davi, feel free to make suggestions too!

    5eba0f3a58b61_DiomedesvitorajuCOMPLETO3.0.png.8e4a1c73e55235afcb6760673ce234f8.png

     

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    Are you Brazilian? Do you love Brazil? --------> Visit Vitoraju's BATs!  <-------- 

    Forum for Portuguese speakers --------> Simtropolis em português - Simtropolis  <--------

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    Big improvement *:thumb:

    @JP Schriefer was right, there really should have been a point 4: "dirtying" up the textures.

    It can be a bit difficult to judge textures independent of the game (for me at least), particularly when you get into the fine-tuning phase - but I feel the new red texture could still be de-saturated a bit (but I strongly encourage you, if you haven't already, to bring the building into game (with other custom content loaded) in order to see how it fits in with other content in terms of colour/saturation/exposure as well as in scale and ultimately, lot placement).

    I like the new colour, more a maroon than a classic fireman sort of red (personally I am a big believer in re-skinning - when you've spent all that time making the model, why not render it in a few colours to add more variety (relatively) easily. In other words, why not have that fireman red one as well - though de-saturated of course).

    The roof texture is much better, but it still repeats. I would recommend learning about using the UVW Map modifier to have greater control over your textures.

    I would still encourage you to apply a gradient on the walls as well, it does make an appreciable difference in realism.

    It's coming along well, and as I indicated in my previous post, all advice is subjective and only you can know how far and in what direction you want to take it,

    good luck. *:thumb:

    (and if you want any additional detail about anything I've said there, let us know. I should add that I'm no expert by any means, there are far more experienced and capable BATters around - but I have learnt a few tricks over the years *:)).

     

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    Hi Vitoraju, Glad to meet another good BATter! Are you using GMAX? If so, I want to add some to Ryan's suggestion (I learnt a lot from that Photoshop textures as well):

     

    The last one is a great essential tutorial wrote by Phillippbo, I learnt it and mended the missed parts of his BAT tutorial, even though I used 3dsmax right now, however I did benefit many from that, Since I though the spline is the essence of it.

    I totally agree with Ryan's @thingfishs advices since he is one of the best experts of modeling, Especially the UVW Map, Sometimes, A good texture compensate for the weak of modeling, Speaking of this, It also reminds me of Jason's tutorial thread,

    I hope these help and look forward to more excellent of yours!*:thumb:

    Sincerely,

    -- Raymond

     

     

     

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    To help with texturing, go into the game and get some good screenshots. The screenshots should ideally be either entirely or mostly Maxis content.

    Put these screenshots into a photoshop file, and save it.

    Then, when you do a preview render, put it into this photoshop file. You can do this by either taking a screenshot of the preview render, and then pasting it into the file, and then selecting and deleting the grey background. Or in max you can save the preview render as a .png with transparency.

    When you do this it will have the same effect as exporting it and putting it in the game, but you have more freedom and you have photoshop's tools to help you.

    One thing to do, is to go to Layer>New Adjustment Layer>Hue/Saturation, and then turn the saturation all the way down. In human eyes/brains, we brightness and saturation get mixed together and it's hard to tell them apart until you train your eye. If something is too saturated we make it darker to try to fix it. And if something is too dark we make it more saturated to try to fix it.

    Your red color is very very dark (darker than the black asphalt roads in the game) and it's also very very saturated, attempting to compensate. To fix it, first make your red texture brighter, until it looks good in black and white, compared to other buildings in the game (ideally Maxis buildings). After you fix the darkness, it will be very obvious that the saturation is too high. Lower the saturation until it looks good.

    You can also do this on photographs of the buildings you're making. If you put the photo into photoshop and desaturate it, you will see the relative darkness/brightness of the different parts of the building. Sometimes it will surprise you.

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

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    @thingfishs Hey! *:) I'm still learning how to mess with textures. It is difficult to find an ideal texture, and I constantly feel that it is not suitable for the game. An example is the red texture and the white texture. I find them complex. I see several times an ideal tone to put and a texture that matches. *:???:
    Regarding the terrace: I found an Ultra HD (UK) texture and put it on the terrace. Now there is no repetition on the terrace! (I believe) shshsh.
    One of the things I most want to learn to do is add the gradient. I went to the tutorial, but there’s a part that doesn’t appear in the photoshop version I use. Then I will look more calmly to resolve this.

    I really appreciate your advice! You can offer the will, they are important for my evolution as a batter! *:golly:

    @ Raymond7cn Hello! *:) Currently I only use 3DS Max. I'm trying to learn how to use this program and I'm still lost in creating the night lighting for BAT. I intend to create the Maxis Night and Dark Night versions (since a lot of the public likes the DN version, as it gives the game another life)! I also think about making the SD and HD versions of BAT available.

    I will always show the results that I add to the BAT. Thank you very much for your attention, help and hospitality Raymond! Feel free to send me other tutorials, suggestions and tips whenever you want! I have a lot to learn about this new hobby that is modeling and BATs. *:D

    @Jasoncw  Hi! *:) I modified the red texture to make it lighter, but it turned out to be very evident and the white texture still needs an update. Today I put the building on SimCity 4 to see how it looks in the game. In the images below are the version in Sketchup before rendering, the version rendered by 3ds max and the version of BAT in the game itself.

    In sketchUP:

    5ebf9b678cc3b_Diomedes9.0nosketchup.png.95d402d503b3a4c54db1166fe6e77ef3.png

    Rendered in 3ds max:

     

    5ebf99fc052f3_Diomedes-Vitoraju9.0Completo.png.9ca19d34c12bcf177d360a57b06214c4.png

    BAT In the game:

    5ebf9a992c634_CapturadeTela(585).png.c24cdae662a1daa69b9e3c0df6866abe.png

    It is still an outline. I am refining the BAT, there are many things to fix. 

    Jason, feel free to suggest anything to me. Any suggestion is super welcome, and thanks for the tips! I am slowly learning all the steps, from modeling to export to the game. *:thumb:

     

     

    - Vitor
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    Are you Brazilian? Do you love Brazil? --------> Visit Vitoraju's BATs!  <-------- 

    Forum for Portuguese speakers --------> Simtropolis em português - Simtropolis  <--------

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    Hi again,

    yes, as @Jasoncw said, it's still too saturated. As an example, here is a photo of your 3DS max render with the red part desaturated:

    5ec07aef35ce0_ScreenShot2020-05-17at8_19.31amB.jpg.877c74b7120d84025d5c4c0d274d5ddf.jpg vs 5ec07b199fd42_ScreenShot2020-05-17at8_19_31am.jpg.933bbae8d6193dde5144cf625f1b79ad.jpg

    For this I have reduced the saturation by 35:

    5ec07af4ba88e_ScreenShot2020-05-17at8_25_28am.jpg.49b7719c08c984092eac9ba24b477175.jpg

    There can be a very fine line when reducing saturation between being too saturated and having a lack of colour (this is particularly apparent on a bright colour like this one). My compromise would be along the lines of what I showed you there (others might err slightly towards more colour or less saturation).

    With me and Jason making conflicting recommendations there (regarding Maxis vs custom content when comparing in-game), I thought I should clarify. I think Jason is purely concerned with the colour palette at this point (which is right, that's where you're up to in the process). With Maxis content you get a consistent, albeit, slightly drab palette IMO. If you were comparing your BAT to a poorly textured custom BAT in-game, you might get the wrong idea about how your textures fit. (However, I do feel there has been a slight shift over the years and Maxis stuff to me just looks a bit washed out overall compared to your high quality textured custom BATs of later years  (@Jasoncw's work among them - it must be said at this point, Jason has a LOT more experience than me...*:))).

    On the other hand, when it comes time to judge scale I do recommend comparing to HQ custom content. There has been some changes over the years in regards to the generally accepted scale of things in-game - this is particularly noticeable with small buildings and cars/car parks. (Where you would fit 5 Maxis cars for example, you now only fit 4 - the general scale of these smaller things has increased). Those Maxis mansions in your shot are way under scaled compared to modern community standards and, I believe, a poor yardstick.

    (I think there are still potential issues to fix with the gradient (or lack thereof), the scale and the "dirtying" but, one thing at a time, have a go at the saturation first - what image editing application are you using?).

    On 5/15/2020 at 5:38 AM, Jasoncw said:

    To help with texturing, go into the game and get some good screenshots. The screenshots should ideally be either entirely or mostly Maxis content.

    Put these screenshots into a photoshop file, and save it.

    Then, when you do a preview render, put it into this photoshop file. You can do this by either taking a screenshot of the preview render, and then pasting it into the file, and then selecting and deleting the grey background. Or in max you can save the preview render as a .png with transparency.

    When you do this it will have the same effect as exporting it and putting it in the game, but you have more freedom and you have photoshop's tools to help you.

     

    Thanks - that's a great idea!

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    @thingfishs The image editing program I use is Paint.NET (I find it easier to handle).  As for photoshop, I don't have much skill (I've used it for many years and went to the basics). 

    That's the question I have: whether I should compare the game's builds with my BAT or custom content builds created by other members. 

    Another question I have is with the scale.  Because I would like to add a parking lot at the bottom or on the side of the building.

     

    @Jasoncw

    Here the photo:

    Screenshot_20200516-230216.png

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    Are you Brazilian? Do you love Brazil? --------> Visit Vitoraju's BATs!  <-------- 

    Forum for Portuguese speakers --------> Simtropolis em português - Simtropolis  <--------

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    In addition to the saturation problem, I'd also like to point out that the texture of the terrace is very similar to the one of the walls on that small annex (elevator space, maybe), causing an a camouflage effect and making it a bit weird. I think that changing the wall texture and applying ambient occlusion on the materials will make this part of the building look better as well.

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    It's coming along well, it already looks a LOT better than it did at the start of this thread. Changing the textures of the walls of that "elevator space" has really helped separate it from the rest of the roof texture (good call @JP Schriefer), The roof texture is looking great - I think the walls themselves are still just a little on the clean side though (maybe it's just the white bits that need some attention now though...)

    I think the colour looks good, but I will encourage you again to do a few coloured versions (feel free to tell me to take a running jump*:lol:). I think a building like this, with its solid lines of colour, really lends itself to making some variations. (These can be added to a prop family so that you only have to make one lot, which will randomly display one of the versions. If/when you're at that point I, or someone else, could easily do this for you, or we could talk you through it (very easy).

    Other things you may or may not want to do moving forward are the adding of "roof junk" (air conditioners, vents, all manner of things can be found on roofs - have a look at some SC4 buildings and you will see what I mean), and also the adding of nightlights. Doing great. *:thumb:

     

    (As for texture sites, it has been a while since I've used them too much, but a simple google search should help you find what you need. I will say that, because the resolution requirements for SC4 are so low, there are paid texture sites whose preview images/thumbnails are plenty big enough for BATing purposes...).

    On 5/17/2020 at 2:44 PM, Jasoncw said:

    but 3ds Max has more advanced lighting, and so if there should be a gradient lighting effect, it will already happen automatically. Thankfully it makes texturing much easier.

    Really? Have I been unnecessarily adding gradients? How does it know if there should be one? (perhaps questions for another thread - I will do some research, thanks).

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    @thingfishs (and also @debussyman from the other thread) you can add gradients for stylistic purposes if you'd like (Maxis exaggerated theirs to the degree that it became a stylistic element), but it's not needed to help simulate lighting effects.

    In gmax there isn't any real light, it makes shadows using shadow mapping, where each light makes some areas uniformly brighter and some areas uniformly darker based on whether or not those points are visible from the light source. There's a huge number of lights at various angles and settings in order to try to simulate the appearance of natural lighting, but it's pretty limited. If you have a tall box, the lighting in gmax doesn't produce different brightness based on whether it's the lower part of the box or the upper part of the box, it's all within view of the light and so it all gets lit equally. So you have to add in that lighting effect with a texture.

    With the Mental Ray renderer, it's a raytracer renderer, meaning it traces individual rays of light, which bounce around in a way that is similar to real life.

    There are a few things to do to prevent the building from looking plasticky.

    - A ground plane. Since there are rays of light bouncing around, if a building is floating with no ground underneath it it would be the same as if it were floating in outer space, and it often looks like it. The ground plane should, as closely as reasonable, be the same as the environment that it will be in in the game. I don't use just even a simple ground plane I model the basics of the surroundings. So if I'm putting the BAT on top of the middle wealth paver texture in the game, I'll put that under the BAT in 3ds Max. I put road textures in front of the building. And then further out from that I use a collage of in-game screenshots to approximate the brightness/darkness and colors of the in-game environment. I do this even if it's not a reflective glass building. To hide the objects in renders, right click on them and go to Object Properties and uncheck Visible to Camera.

    - Turning on ambient occlusion is very important as well. Mental Ray is (actually was, since it's discontinued) an old renderer and not very good. It's bad at doing shadows in crevices unless you turn up the rendering settings super high, and even then it never really gets good results. Ambient occlusion is something which fakes contact shadows, and the fake contact shadows supplement the rest of the lighting. It works by taking a point, sending out sample rays from that point in various directions, and if the sample rays hit another object within a certain distance (the distance you put in the setting), it counts that sample as occluded, and the point is shaded according to the percentage of samples which came back as occluded. So this adds contact shadows which makes the objects feel more grounded, and gives a lot of visual richness.

    - Good material settings are important too. The default is a reflectivity of 0.6, which is very reflective, and a glossiness of 1.0, which is a perfect mirror reflection. For most materials that buildings are made out of, a reflectivity (how much reflection is) of 0.2 and glossiness (how sharp vs fuzzy the reflections are) of 0.2 are good. Reflectivity and glossiness are independent of each other. Reflectivity is more intrinsic to the material, while glossiness is more about the surface roughness of the object. Polished and unpolished stone are the same physical substance and have the same reflectivity, but when you polish it the surface becomes smoother and the reflections become more clear, so polishing it increases the glossiness setting.

    - Reflections aren't just determined by the number put into reflectivity though. Reflections are dependent on the viewing angle (why when you look at clear glass sometimes the reflections block your view but if you move your head (change your viewing angle) the reflections are weaker and you can see). In the material settings this can be done by choosing "By IOR" in the BRDF rollout. And then up higher in the material settings there's a space for putting in an IOR, and 2 is good for concrete. This has the effect of deadening the reflections, compared to the default setting.

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

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    Thanks a lot for that mini tutorial @Jasoncw, there is much for me to absorb *:thumb:.

    At the risk of (further) hijacking this thread (sorry @Vitoraju), I'm curious to see what difference Arch & Design materials make (I don't suppose you've ever done a mini-tute on them?).

    In other words, will a regular online tutorial do, or is there anything SC4-centric that I should know?

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    @thingfishs I also liked his "dirty" style more. The real building is like that. I was curious about these other "color versions". :)

    I tried to put a satellite dish, an air conditioner and water tanks, but I don't know exactly how to make everything harmonious. I'm still looking at the possibilities. 

     

    @Jasoncw I put "reflectivity = 0.2" and "Glossiness = 0.2" to make BAT better. *:)


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    Are you Brazilian? Do you love Brazil? --------> Visit Vitoraju's BATs!  <-------- 

    Forum for Portuguese speakers --------> Simtropolis em português - Simtropolis  <--------

    BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_ BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_

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    On 5/19/2020 at 4:38 AM, Vitoraju said:

    @Jasoncw Yes. This game exists here in Brazil! I updated the texture, it is no longer a flashy red (which could even be seen from outer space) shshshsh. She is now more neutral.*:ohyes:
    Ah, I liked the residential, very beautiful! :]

    @Barroco Hispano  Thank you very much for the texture. I used both. The first texture I used for white, and the second texture I replaced for red. I think now BAT is more enjoyable. Thank you one more time! Saved me today! *;)

    @JP Schriefer Truth. I modified the texture of the sides of the small annex, which are now more neutral (they even match the new red and white on the sides of the building). It also reduces the size of the attachment door and made it more glued to the bottom, making it more compact. *:)
     

    Well, here is the building today:

    5ec399e899cc0_DiomedesVitoraju10.0completo.png.9740c52d2b621e0bcb5a2b3297f105d6.png

    Yes, in addition to changing the textures, I reduced the size of the building. Now it is 24 meters long and 18 meters wide. I also modified the "south" part of the building, and adapted it to the real building (which has this space behind). :)


    And speaking of texture, can you recommend sites with good textures? *:)

    Sorry for bouncing back to the 1st project and the not so constructive comment but that building reminded me of the apartment blocks in Tropico 1.

    Great job buddy!

     

    latest?cb=20140829024745

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    Thank you very much  @Bastet69008!  What a cool curiosity, I liked to know. Do you have other cool buildings in Trópico or other games that you find interesting? can you show me? maybe I'll recreate it for SimCity 4. *:thumb:

     

    Well folks, I did something different than the other two "box" buildings, this time I did a BAT curved building. There are things that still need to be removed and / or modified. Anyway, I like his style and this will be a corner building. I present the Passeio Beira Mar - Aracaju:

     

    5ee1adf98da05_PasseioBeiraMar-Vitorajubeta0.2southzoom5.png.8d92741e380bd76f59bc8479552d837a.png

     

    Do you think the texture of the green and white tiles is good? I am always in doubt about the texture to be applied and if it looks good.
    What about the texture of the glass, is this color nice or should I change it to a lighter shade (I used two different types of glass to see how it would look at the same time when rendering). What do you think you can edit in that building? Suggestions are always welcome.

    Note: I still don't know how to put the effects of the reflection on the glass, nor the effects that improve the BAT. And the main thing: I don't know how to add night light in 3ds max. Guys, can you help me?:idea:

    • Like 9

    BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_ BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_

    Are you Brazilian? Do you love Brazil? --------> Visit Vitoraju's BATs!  <-------- 

    Forum for Portuguese speakers --------> Simtropolis em português - Simtropolis  <--------

    BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_ BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_

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    Note: I haven't published Diomedes yet because I'm putting some special touches on the building. BAT is a tribute to a very special person in my life who unfortunately passed away recently. So I want to make it beautiful to be my eternal memory for her. :(<3

    .............................................................................................................................

    att: In the meantime, I decided to try to model a fortress for the first time.

    5ef05181e996e_Vitoraju-Fortressbetacompleto0.0.jpg.c6ec1c80274fb3a361c718473f69107a.jpg

     

    Gradually I am managing to model faster and with fewer errors. It is so interesting to note that as time goes by, I am making less mistakes, I can think more clearly where to place a particular object, etc.

    • Like 8
    • Yes 1

    BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_ BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_

    Are you Brazilian? Do you love Brazil? --------> Visit Vitoraju's BATs!  <-------- 

    Forum for Portuguese speakers --------> Simtropolis em português - Simtropolis  <--------

    BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_ BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_

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    H again,

    you're coming along well modelling-wise, but I feel your texturing is still letting your works down a bit. Your curved mid-rise has lots of potential, but your tiling and stretched textures make it a shadow of what it could be. It would also benefit from some extra attention given to the roof section in particular - roof junk, doorways etc. But I think learning to do "whole" textures (that never repeat), would be the best skill you could learn (will make the biggest difference in quality to the finished product).

    Just to explain the basics of creating whole textures: Say you have a wall that's 10m long and 5m high that you want to texture. A rough rule of thumb, suggested by the tutorial I linked in my first post, is for every metre, use 20 pixels. So the whole texture you would create would be 200 pixels long X 100 pixels high (10m x 20 = 200 pix, 5m x 20 = 100 pix).

    I recommend (in Photoshop or GIMP etc), to create a new empty canvas of this exact dimension, then you can add your texture, which will most likely need to be manipulated, but that's for another lesson. Check out that tutorial for further info if you're interested.

    On 5/10/2020 at 5:30 PM, thingfishs said:

     

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     Hi there!

    I just discovered your BATting thread after I saw some of your recent WIP images in the Show us thread. These are pretty cool buildings. Are you planning to releasing them on STEX?

    Anyhow, they are really nice, keep up the good work!

    - Tyberius

    • Like 2

    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    On 6/22/2020 at 8:36 PM, thingfishs said:

    H again,

    you're coming along well modelling-wise, but I feel your texturing is still letting your works down a bit. Your curved mid-rise has lots of potential, but your tiling and stretched textures make it a shadow of what it could be. It would also benefit from some extra attention given to the roof section in particular - roof junk, doorways etc. But I think learning to do "whole" textures (that never repeat), would be the best skill you could learn (will make the biggest difference in quality to the finished product).

    Just to explain the basics of creating whole textures: Say you have a wall that's 10m long and 5m high that you want to texture. A rough rule of thumb, suggested by the tutorial I linked in my first post, is for every metre, use 20 pixels. So the whole texture you would create would be 200 pixels long X 100 pixels high (10m x 20 = 200 pix, 5m x 20 = 100 pix).

    I recommend (in Photoshop or GIMP etc), to create a new empty canvas of this exact dimension, then you can add your texture, which will most likely need to be manipulated, but that's for another lesson. Check out that tutorial for further info if you're interested.

     

    Hi. How are you thingfishs? Sorry for reply only now :(

    Well, I am trying understand tutorials of Photoshop (I use the google translate, but I'm confusing). I stopped in the part of tutorial (1.3 Texture. I guess) in the dirt part. my program doesn't show the same options exactly as it has in the tutorial. That's why I couldn't follow him. I don't really understand these things (I'm slow to understand). Anyway, I'm thinking of making some changes to a single texture, making a "trick" to make the texture subject. Through an overlay of layers in paint.net (I use this program more than photoshop), using the layer I already made and putting some subject layer on top and see if it looks nice. Still, I don't know if it looks good, I'm still going to test it.

    ..............................

    On 1/13/2021 at 8:40 PM, Tyberius06 said:

     Hi there!

    I just discovered your BATting thread after I saw some of your recent WIP images in the Show us thread. These are pretty cool buildings. Are you planning to releasing them on STEX?

    Anyhow, they are really nice, keep up the good work!

    - Tyberius

    Hi Tyberius, how are you? Thanks! Welcome to my BATings topic! :) 

    I am practicing 3D modeling. Gradually I am testing new models of buildings: from the squares, the curved ones, the ones with many glasses, among other styles.

    The reason I haven't posted any of my buildings on STEX yet is that I still have difficulty with textures (It is difficult to find a point where you stop and think "yeah, ok". You always want to remove something, add something), and playing with the 3DS Max program (I'm totally lost with this last program. I don't fully understand how to put reflection in the mirrors, night textures). :( 

    If I can resolve these doubts, I will be able to post my 7/8 bats in STEX. :) 

    - Vitoraju
    ..............................

    ..............................

    Well, currently I am modeling my first commercial BAT. I visited this restaurant, and I think this interesting model. Called Sal e Brasa (Aracaju - Brazil). 
    I still feel that more things need to be added and some aspects changed. In addition to the whole process of modeling, there is still the part of choosing textures.

    600e65b86044c_Vitoraju-SaleBrasa0.1.1Completo.jpg.b54a89b322de8b9686f7b84588484f63.jpg


     

    Spoiler

     

    600e681fc18e5_1LateralfrenteSaleBrasa.jpg.296494b91e47351c1d3dc1a585e9b611.jpg600e68353cf60_2frentesalebrasa.jpg.451b9a523eec3d19f2de4a8133e7596b.jpg

    600e686196f97_3lateralfundosalebrasa.jpg.b497f355ef281d467e3e6d6dd21df8cf.jpg

     

    600e686e6e770_4fundosalebrasa.jpg.7f5969b11ae7ba3cc96cda3e27ccdaf7.jpg

    600e687ac0a61_5fundodofundosalebrasa.jpg.7f843cd3d7304a163cd65bb60caff9fe.jpg

     


     

    ----------------------------

    • Like 6
    • Thanks 1

    BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_ BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_

    Are you Brazilian? Do you love Brazil? --------> Visit Vitoraju's BATs!  <-------- 

    Forum for Portuguese speakers --------> Simtropolis em português - Simtropolis  <--------

    BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_ BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_BR_

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