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Ooh, finally BATs from macos? Have you got any tutorials to recommend? I might be interested in learning more, but I can't be bothered with WINE (or borrowing my wife's Windows PC).

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Check out Isla Bonita!

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Great to see you taking the plunge! You've chosen a great place to start as well, and your geometry looks good. Your facade has some depth and texture to it, and it looks really nice. 

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maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

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    Last weekend I remodelled 205 N Michigan from scratch to more accurately reflect the proportions of the real building. I also started experimenting with procedural texturing, including reflective windows. The problem is that the lighting settings in BAT4Blender are not currently optimized for SimCity 4. You can see that the shadows on the far side of the building are way too dark and the light source is level with the horizon. So these textures are completely provisional and will have to be done over when a new lighting rig becomes available.

    michi-16.png.950a8fc9ac2cccd71961485ec14fc845.png.dc39a59562e9d33954aa4b3473a50aad.png

    On 10/26/2024 at 7:01 PM, Girafarig said:

    Ooh, finally BATs from macos? Have you got any tutorials to recommend? I might be interested in learning more, but I can't be bothered with WINE (or borrowing my wife's Windows PC).

    Blender and BAT4Blender are completely compatible with MacOS, no WINE required. This tutorial was a great place for me to start: https://youtube.com/playlist?list=PL3GeP3YLZn5ixsnIOIx9tB4v6s-rsw48X

    On 10/27/2024 at 12:29 AM, IDS2 said:

    Great to see you taking the plunge! You've chosen a great place to start as well, and your geometry looks good. Your facade has some depth and texture to it, and it looks really nice. 

    Thanks! You will have to let me know what you think of the new model. For the first one I deliberately exagerrated the features on the facade; for the second one I went for more real-world accuracy, but perhaps this is not the best choice.

     

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    This looks really good already. Great to see the progress.

    Regarding the dark shadows, my primitive understanding is that you can tweak it to some extent using the background light settings in the World tab. Though, I'm not sure how well-balanced the result would be.

    As for the angle of the light source, it's not parallel to the horizon, but it should be the same as in BAT4Max.

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    Oh oh oh ... These models look very good! I'm excited. :bunny:

    Now concerning the textures: I'm not sure, if either one would be close to the end result. But the first one gives the impression of an empty building because you can look into the windows - and there is nothing there except the floor. But from the photos I saw this would be more accurate for a situtation when the sun is shining directly on the facade. So this would require some kind of solution for the view into the building. Modeling all the furniture might be a bit too much though.

    The second one might be the more effcient option. But there the different parts of the facade should be more contoured. Maybe the windows should be a bit more reflective?

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    I have begun work on the roof and the base. I am foregoing textures at the moment. In any event I have found adequate lighting settings per Jasoncw's suggestions here: https://www.sc4devotion.com/forums/index.php?topic=17650.140

    michi-22.png.8433cacf213a1286e8322f4da49a088f.png.1ee93d16531b5d5034632216f57a12a5.png

    Regarding the windows, this is the effect I would ultimately like to achieve, so some limited modelling of the interior (window blinds, desks, walls) is the plan.

    207-reflection.jpg.4b3096e7dcb60f717b9f3684cffe2419.jpg

     

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    Model looks great, nice work! A couple things come to mind:

    1. Louvers, like the ones that make up the horizontal band partway up the building, can be tricky to get right. If you attempt to follow real-world dimensions, they will be too narrow to show up in your renders (at least without getting a moiré pattern), so you will need to exaggerate their dimensions. There's a balance there, because if you exaggerate them too much it won't look right either, but I've personally found the sweet spot to be right around 0.2m or slightly less. Additionally, when you make your textures, you can create multiple variations of your cladding material with very slight color deviations and assign them at random to each louver, and this will increase the contrast between them.

    image.png.798719654ec465232bd377cf78ac2304.png

    2. Modeling blinds is way easier if you have a script to do it for you. I'm not familiar with what's out there for Blender, but I would recommend looking into it because it can save a lot of time. Alternatively, you can just copy your window geometry, move it to the inside face of your windows, when it comes time to do textures, you can just texture blinds onto that. 

    image.png.482db55f3add559ef91f8fa30122cfca.png

    Keep up the great work, I love Michigan Plaza :)

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    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

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    I have modelled the louvers, thank you @IDS2 for the tips, I would say they've produced a fine result. I have spent most of the past week modelling the roof, which has been difficult for lack of hi-res images of it.

    michi-26w.png.bcb7e7ff3d090899674cad6484795f14.png.6e8643d96694a9f1c8b3b0f9347a2168.png

     

    I found the picture below which has been super helpful for approximating some of the details.

    207-roof-cropped.jpg.eca3d9f1f081c9be7cd4295b5519ed59.jpg.503d28f553129c60d3399bc58c36f55d.jpg

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    I have commenced work on the next building in the complex, 225 N Michigan.

    michi-29n.png.89eedaa0e0c2aa17db66f38f195ea181.png.4855ab60014553b75d543c96dab00abc.png

    I have also started another project. Maybe you can tell what it is. *:yes:

    prude-7s.png.81ac3473e81ac2df25052957f1b62857.png.e69183673a32c487b1a1bd318d108417.png

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    I have no idea what the second building could be. But it is a joy to look at your naked models. I almost feel like a filthy voyeur ... *:8)

    It is great that you decided to bat the other Michigan Plaza tower too. Looking forward to seeing more progress on all three BATs in the weeks and months to come.

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    How has blender been so far? How are render times?

    For your lighting rig, right now all sides of the buildings are the same blue color, just different sides are brighter or darker. The sides of the building facing the sun should be a warmer color than the shadow side. Maxis's art direction for the game made sunny sides of buildings pretty colorful, but they used several inconsistent lighting rigs with their buildings, and they mainly controlled their colors through their textures anyway. The Gmax lighting rig we have has a very brown sun. The BAT4Max sun is more peachy colored which is more consistent with the game's color palette, but also still pretty neutral looking imo. I've personally found that most of the time you can use realistic textures from online without changing their colors and they will look good with the BAT4Max rig.

    Anyway, you're currently the only BATer who uses Blender, so what you end up doing will make a big impact on BAT4Blender. Sadly Blender is incomprehensible to me, but I'm happy to help in the development of the lighting rig, especially with someone who is proficient with the program.

    Also, while I'm posting, you'll need to make a really big plane to represent the ground. Right now your building is this kind of object floating in outer space, but in real life there's light bouncing off of the ground back onto the building. And then the building reflects whatever is on the ground. It's especially important for glass, but it also impacts other materials which aren't as obviously reflective. imo the best way to approximate the in-game environment where the BAT will be, is by using screenshots of the game as the ground plane. The screenshots are ideally of a generic cityscape of buildings. If there are parks or water you'll get big patches of green or blue in the reflections. And the cityscape is ideally Maxis buildings, or BATs that fit into the Maxis color palette, so that you don't have the "wrong" colors getting onto your BAT. And then I personally BAT in the immediate surroundings (paver and road textures) and set them to not be visible to the camera, so that they show up in the reflections but aren't rendered as part of the BAT. It's not perfect but I think it's as good as we can do with pre-rendered graphics. Anyway, if you search around I think you can find the Maxis road and paver textures, but if you can't I can send them to you.

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

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    Update on my latest labor of love. Perhaps it's more apparent what it is now. I promise a quick return to Michigan Plaza.

    prude-19s.png.0716ef216d6445161cc8149f13248114.png

    @Jasoncw I haven't used Bat4Max so I have no reference point for how long a preview render should take. The one above for instance took about 30 seconds. I have max samples at 10 and denoising enabled. With reflective glass textures it would be considerably longer.

    Regarding lighting, as Barroco pointed out, Blender 3.6 is a lot more limited than newer versions in what you can do to control the sky, ground, etc. So it's a long way off from producing the same results as Bat4Max. Not to mention you can't do night lights with it yet. I'd like to contribute to the development of Bat4Blender but for the moment it's a bit over my head.

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    Not me starting five new BATs..

    Behold Two First National Plaza (1973), Avondale Center (1980), 200 West Monroe (1973), 230 West Monroe (1971), and 30 North LaSalle (1975). Here I am putting into pratice my thought that SimCity 4 needs more boring, anonymous office towers.

    two_first.png.ee7d932774a018ce2553ca8e84f5f9fa.pngavondale.png.df2090fddeb82f678edeb39e211ced0a.png

    monroe.png.8d423a615116e134a4cf24429379032b.png230_monroe.png.5eeb5575191f45a8fbab53d8e495c3ba.png

    30_lasalle.png.f1edac00f1a16f59576b34dac0f7b3d3.png

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    Nice to see so many new projects that will hopefully come to life. I have quite a large area in my CBD dedicated to international-style buildings like these and would be happy to see more of that in game. So I can only encourage you to keep up this nice work.

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    This is great to see the progress on BAT4BLENDER. I'm a B4M guy but know a lot of people can't get hold of Max. Definitely way way better than Gmax here and also room for lighting rig improvements. Good work, nice BATs!

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    More boxes incoming…

    2-lasalle-2s.png.5de9c433d7ea7778e5e0bfe8ccdc5187.png.70aa4d2c03954959489e6a1bc41ca794.png444_michi-2s.png.3c375713c8e72828644f3ff7c0daf502.png.bc885d7d20b611285f654235734e781c.png

    eq-2s.png.209462a6b6634baf29843ad99ce6368c.png.f182c602d1e25642c80672b095c9c436.png

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    Really nice stuff! Especially excited to see 311 South Wacker here. That one has been on my wishlist for a very long time! Took a stab at it many, many moons ago but never got anywhere with it. I'm really liking the Burnett Building as well - great attention to detail!

    I'd love to see you tackle the Thompson Center. I have a real soft spot for Helmut Jahn's chromatic work from the 80s.

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    maritime.png.62faa45eda03ab57c0139c21d3dacef0.png

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    Impressive progress, and certainly a very audacious plan! Excited to see the future developments!

    On 4/5/2025 at 1:45 PM, Fargo said:

    Although I've made custom lots before, I've never modded queries or stats, so I'll have to figure that bit out eventually. The above lot is simply a ploppable landmark.

    Fortunately, since you're using PIMX, assigning proper stats is quite simple. Before you create the lot, just assign the building an appropriate Filling Degree. PIMX will assign all of the other values for you (jobs, power, pollution, growth stage, etc.) based on this number.

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    Looking for a prop or texture? The SC4 Prop & Texture Catalog might help! View online here.

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    Woo! This is really good! Am I crazy? Did you just model every frame and panel of the building? If it is true, I can imagine how much effort you have put in.

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    Please consider supporting me on Kofihttps://ko-fi.com/cttheowl

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    What a joy to look at this thread and the progress you have made. Especially since I was in Chicago in March. Looking at your post was like a flashback and I see myself running through the Loop again looking at so many great buildings. It is one of the most fascinating places architecturally. Please continue your wonderful work, it is highly appreciated!

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