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@Barroco Hispano Wow... this thing is LARGE.. very cool!

Awesome job on the textures. I was wondering the other day if that technique you used was possible, so thanks for making that known! lol

My only critique is the dirty streaks that seem to "fall up" on the white walls of the building. Unless the building you're modeling after has those streaks, it doesn't look very natural imo. I think areas with high winds and lots of dirt can sometimes have dirty wind slam buildings, which would cause dirt/grime build up on the lower parts of a wall. But I don't think it would form skinny streaks like that. If you know an explanation for what would cause that, I'd be interested in learning about it. 

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14 hours ago, Urban Vibravant said:

@Barroco Hispano Wow... this thing is LARGE.. very cool!

Awesome job on the textures. I was wondering the other day if that technique you used was possible, so thanks for making that known! lol

My only critique is the dirty streaks that seem to "fall up" on the white walls of the building. Unless the building you're modeling after has those streaks, it doesn't look very natural imo. I think areas with high winds and lots of dirt can sometimes have dirty wind slam buildings, which would cause dirt/grime build up on the lower parts of a wall. But I don't think it would form skinny streaks like that. If you know an explanation for what would cause that, I'd be interested in learning about it. 

Those streaks look more like water intrusion and mold growth, which would happen but only on very moist environments, like tropical climates.

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38 minutes ago, matias93 said:

Those streaks look more like water intrusion and mold growth, which would happen but only on very moist environments, like tropical climates.

I think the same thing... Phenomenon of capilarity perhaps?

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    @Urban Vibravant You're right, I exaggerated a bit *:thumb:

    image.png.532f62d5d7ffb2dd043cb7878a547f2a.png

    image.png.98c24e52d39b6822b8c69cf556c5bc51.png

    Before:

    image.png.99150e1b9bd6afad87890cf20b78575b.png

    After

    image.png.c2c89796022dca08045402da4baa5d15.png

    I know the result isn't the most realistic, but the goal is to texture a large surface quickly. This is the dirt mask I used:

    image.png.b190aaf96d449e72bf2402a2c4e42416.png

    Roof: the UVs on channel 1 are for the tileable texture and the UVs on channel 2 are for the dirt mask:

    image.png.80e2eb65671bcc3e9346aecbd4f7732d.png

    I can upload the dirt masks in case anyone wants to use them.

    @matias93 Yes, that happens in some buildings in my country *:yes:

     

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    4 minutes ago, Barroco Hispano said:

    @Urban Vibravant You're right, I exaggerated a bit *:thumb:

    image.png.532f62d5d7ffb2dd043cb7878a547f2a.png

    image.png.98c24e52d39b6822b8c69cf556c5bc51.png

    Before:

    image.png.99150e1b9bd6afad87890cf20b78575b.png

    After

    image.png.c2c89796022dca08045402da4baa5d15.png

    I know the result isn't the most realistic, but the goal is to texture a large surface quickly. This is the dirt mask I used:

    image.png.b190aaf96d449e72bf2402a2c4e42416.png

    On the roof, the UVs on channel 1 are for the tileable texture and the UVs on channel 2 are for the dirt mask:

    image.png.80e2eb65671bcc3e9346aecbd4f7732d.png

    I can upload the dirt masks in case anyone wants to use them.

    @matias93 Yes, that happens in some buildings in my country *:yes:

     

    Perfecto!!! 

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    13 minutes ago, nikoxlaux said:

    Perfecto!!! 

    Thnaks! ;)

    18 minutes ago, Barroco Hispano said:

    This is the dirt mask I used:

    This is the same mask but on the roof of a barn:

    image.png.608ff11cf501f44e12a05558df8f8a45.png

    image.png.8dc244c83ae888bd54592fff1daff5f2.png

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    4 hours ago, matias93 said:

    Those streaks look more like water intrusion and mold growth, which would happen but only on very moist environments, like tropical climates.

    Makes sense. I guess if @Barroco Hispano's intention was to make this for cities set in those climates, then I understand. However I would prefer this updated version. Which btw @Barroco Hispano I think you've done an outstanding job on this. I'd say the day view is complete. Looking forward to the night scene!

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    It's me again *:D

    In the 3-tree version, cars barely fit in the parking bay; two SUVs like the BMW X7 wouldn't fit. I think I have a problem if the placement of the cars depends on a "prop family".

    image.png.02106f9788b2709b686f2951176b9812.png

    image.png.f36bba0ef4b745db86ff1c9dcfd18769.png

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    9 hours ago, Barroco Hispano said:

     I think I have a problem if the placement of the cars depends on a "prop family".

    Yes, the placement constraint (box) of a Family forces you to create Families taking into account the dimensions of the vehicle... hehe... no choice : Family Big ego .. uh... big car ! Or, you need to create new car props in the small model range. :ooh: Oh yeah, those .. tanks .. don't fit in parking spaces. !! Real or Sim ! *:lol:

    These parking bays are really nice!

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    7 hours ago, hugues aroux said:

    Yes, the placement constraint (box) of a Family forces you to create Families taking into account the dimensions of the vehicle... hehe... no choice : Family Big ego .. uh... big car ! Or, you need to create new car props in the small model range. :ooh: Oh yeah, those .. tanks .. don't fit in parking spaces. !! Real or Sim ! *:lol:

    These parking bays are really nice!

    *:rofl:

    Another problem I found is that the center point of my cars is incorrectly positioned; it should be located where the bumper begins, not in the center. I hope that can be fixed without having to re-export all the cars (I don't know how yet).

    image.png.1f06f4a5c47ccaad51023c0f8a9fb619.png

    These parking bays are based on European ones, so a car should measure between 4.3m and 5.2m. I suppose that with the addition of many cars, the possibility of two 5.2m SUVs fitting in the same bay is considerably reduced. Another option is to discard the 2x1 bays and focus on the 3x1 bays to have more space.

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    4 hours ago, Barroco Hispano said:

    Another problem I found is that the center point of my cars is incorrectly positioned

    I didn't know that could be a problem!??


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    7 hours ago, Barroco Hispano said:

    I hope that can be fixed without having to re-export all the cars (I don't know how yet).

    Have you played at all with the Model Tweaker? Very easy to shift models by any axis.

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    2 hours ago, hugues aroux said:

    I didn't know that could be a problem!??

    Because including cars with such different dimensions will cause the larger cars to exceed the line.

    image.png.fbc3cdb9097f45f038f9c827d88ea529.png

    8 minutes ago, nos.17 said:

    Have you played at all with the Model Tweaker? Very easy to shift models by any axis.

    Thanks! I tried it and it worked, I was able to move it without having to re-export it. Now I'll have to do the same process a thousand times over. *:thumb:

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    10 minutes ago, Barroco Hispano said:

    Thanks! I tried it and it worked, I was able to move it without having to re-export it. Now I'll have to do the same process a thousand times over. *:thumb:

    Are all the adjustments the same amount? You could pack the models into a single dat file and open the dat in the Model Tweaker. You can then multi-select to do the operation once.

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    1 hour ago, nos.17 said:

    Are all the adjustments the same amount? You could pack the models into a single dat file and open the dat in the Model Tweaker. You can then multi-select to do the operation once.

    Unfortunately, it varies depending on the model, but it seems like a good idea. *:thumb:

    The problem with doing all this is that the lots that are using my cars will have the cars out of place.

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    11 hours ago, Barroco Hispano said:

    Because including cars with such different dimensions will cause the larger cars to exceed the line.

    Ah, that's all. ...Sorry, I thought it was a technical issue with the creation of the Props. For this problem, whether you put the pointer in the center or at the head of the Props, it doesn't change the placement; a "long" vehicle integrated into a family of "medium" vehicles will always have an overflow problem. You're not going to introduce buses or 15-ton trucks into a family of cars, are you?! As I told you (elsewhere), it is preferable to have families of objects with roughly similar dimensions. It's significantly easier and more practical to manage when you're creating Lots in PIMX or when creating T21. And it is especially in this latter case that centering and the fact that Props occupy a +- identical volume makes sense. Oooooh yes !! (With the T21 editor, the box - the LOD - is crucial!).

    Trust me, having created hundreds of sets (test and production) for my parking plugin, or for the SAM1 T21s: having a "centered" Prop box is much easier, faster, and more practical to manage! Even the slightest variations in vehicle "size" generate variations, just like in real life: nobody parks perfectly!

    If I were you, I'd keep your vehicles as they are, good dimensions! Centering the "volume box" is fine! It's up to the Lottery Creator, or you if you're suggesting families, to manage the placement based on the space the Props occupy!

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    @hugues aroux Thanks for your perspective! I'm new to prop families and my first thought was that it would all be a mess *:D. I guess you'd recommend separating the cars into hatchback, sedan/estate, supercars, and SUV? 

    Btw; How does the prop wealth system work? Is it really necessary for prop families? 

    I forgot to mention that my goal is to make a prop family of European cars (including American, Japanese or Chinese cars that can be found in Europe) and one for American cars (which will include European and Japanese cars that are sold in the USA).

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    2 hours ago, Barroco Hispano said:

    separating the cars into hatchback, sedan/estate, supercars, and SUV? 

    Yes, I think the space occupied by a family's vehicles should be relatively close together to avoid overlaps. Then again, if you can squeeze a small SUV into a group of more ordinary vehicles, I don't think it's crazy to have one group for supercars... You don't see many Porsches in the Carrefour parking lot. But in a series of lots like the ones you're planning, assigning one space to a supercar family, another to an SUV family, and the majority to "ordinary" vehicles is reasonable! A supercar family also allows you to dress up the lots of high residential vehicles...
    I haven't had the chance to test the [Prop Wealth] property (at the time I didn't have any supercars available)... I hope it works! Since you've made some $$$ vehicles, it would be great to be able to add this property to a family, to an "extended" family type. *;) ...Assuming the floor space occupied is the same as the rest of the family. (Am I a little stuck on this topic... hehe!!) You can, also, apply a timer [ Prop Time of Day ]. 

    3 hours ago, Barroco Hispano said:

    a prop family of European cars (including American, Japanese or Chinese cars that can be found in Europe) and one for American cars (which will include European and Japanese cars that are sold in the USA).

    Wow... Ok ! That's going to be a lot of work! *:thumb:

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