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Everything posted by nihonkaranws
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Version 1.0
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A small concrete plant, sand pile used for concrete, main building, and chemical tanks. Ideal for heavy industry sectors and whatnot. Growable I-d (dirty industry) Lot size 7x8 with 440 jobs Not transit-enabled, because it messes up the upgrade Thank you Fukuda for teaching me how to make the sand pile, and for the alpha and grayscale maps Dependencies: BSC Textures Vol. 2 BSC Textures Vol. 3 LBT Prop Pack 3 Fixed SC4Jeeks parking textures PEG Security Fencing Kit Enjoy! -
Here's a picture of mine: Each of those bungalows act as a hotel room.
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This tutorial is aimed at teaching anyone competent with Gmax or 3DSmax techniques for making simple industrial BATs. Please note that this is not a tutorial for a beginner, you must understand the basics of BATting prior to following this tutorial. These are techniques that I use for my industrial BATs, and my thoughts on them, so it is not necessary to follow each section through to the end. In the tutorial, you will learn to use mesh to your advantage, as well as specific settings to simple objects, and the manipulation of them through all viewports. Part I: Modeling a chemical tank In the first part, I will teach you the basic modeling of a chemical tank. You may be looking at real life examples, and thinking 'this seems impossible!'. Well, don't fret, it isn't. ;-) All you need is a bit of practice, and enough time on your hands to follow this tutorial. Our goal is to make a detailed and well-textured chemical tank, like so: ----->>> So, lets start off. In the top viewport, create a cylinder. We will use different setting than default to attain what we want. Give the cylinder the settings: radius: 7, height: 32, height segments: 9, cap segments: 1, sides: 40. Now we will turn it into into a tank. Start by switching to front viewport, and choosing the 'Edit Mesh' modifier in the righthand panel. Make sure your cylinder is selected when you do this. Now click on the expand button to the left of the 'Edit Mesh' modifier, and choose 'vertex'. Next you should select all the vertices on the very top of the cylinder, and scale them down with the 'select and scale' tool. Continue to adjust each level until you get a nice shape, similar to that of a chemical tank. If you don't get it right the first time, you may always adjust it until it looks okay. Then move the levels up or down to make the shape like the following: Now that we have the basic shape, let's go on to the details. We will start by adding some rings to keep it nice and sturdy. In the top viewport, create a tube directly above our tank, with the following settings: radius 1: 7.2, radies 2: 6.8, height: 0.5, height segments: 1, cap segments: 1, sides: 40. Now duplicate the tube and move up by 4m. Keep doing this until you get to the the taper beginning. Now, create a box in the top viewport, with the following settings. Then position it so that it is at the edge of the cylinder (as shown), and between the top and bottom rings. Now duplicate the new tall box, and move it to the opposite side of the cylinder. Select the two (hold ctrl to select multible objects at once), and duplicate through rotating from the top viewport, and rotate 90 degrees. Now select all of the tall boxes, and duplicate by rotation and rotate 45 degrees. Now select them all once more, and rotate duplicating half of 45 degrees (22.5). It should now look like this: You may now want to choose a nice concrete or metal texture for these beams. Don't texture the main cylinder yet, though. Let's go on to the railings. In the top viewport, create a cylinder, with a small radius (for a railing) and about 1.5m tall. Use the same ration duplication method as you used for the support beams, to create a circular railing for the top. Move one of the original tubes up to create a rim forop. Then create a torus to finish it off: You may use the same techniques that you have just learned to make a nozzle/spout for the tank, or leave it as it is. Now, to end this part of the tutorial, we will texture the tank. Find a nice texture. I like to use leaky concrete textures, since I think they look okay. For now, let's use this texture here: Apply this new texture to your tank, and go modifiers > UV coordinates > UVW map, and choose cylindrical. Now edit the 'Gizmo', and use your move and scale tools to adjust the position and size of your texture. There we have it! Our tank is mostly done. You may want to add a bit more, but everything concerning the tanks can be made nicely with the methods used and applied in this tutorial. Make a nice render of your tank, and you are finished! Be sure to check back soon for the next part in the series!
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Sophron (صفرون Sufroon): We begin with breaking news today as a large suicide blast tore through Sophron this morning. According to local sources, at approximately 9:30 am, a man walked through the doors of El Shaddai Cathedral during a funeral service in the heart of Sophron, and detonated a massive explosive vest. The blast tore through the roof of the cathedral and rattled nearby buildings and structures. Current death toll estimates range from 70 to 200 dead, and more than 500 injured. This incident shines a light on the growing tensions between the Arab Christian population and the minority Muslim population. Several waves of terror threats and alerts have spread across the country in recent days, and security has been tightened across the nation. Roadblocks are being manned once again, and currently no traffic is allowed out of or into Sophron, the site of today's blast. Many will be gathering in the nation's capital tonight to commemorate the loss of life and hope that the instability can resolve into peace and quiet, as Sophron saw this morning before the explosion:
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Amazing!! Just an inquiry, is Kalu Sabah an Islamic nation, like Bangorai' was?
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This looks very promising. I look forward to more
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MARSA-HALLAH, a city into maghreb
nihonkaranws commented on the novels's City Journal Entry in From Italy to North Africa
Very nice, but what is daaniyayala? (دانييلا) -
That looks great, Although, I think that the roof texture needs a UV coords edit. The material on the far right tower roof looks excellent, so you should scale the UV mapping on the main roof to match the tower scaling. As of now the roof texture is scaled far too small, and looks too blurry. Just go modifiers > UV coordinates > UVW map and use scale tool.
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Welcome to Rashamite, a modern transitional state located on the Sinai Peninsula, an ancient land with more than its fair share of history. From the Mediterranean Sea, across the barren hot desert south to Mount Sinai and then to the Red Sea, this small state is nestled between Egypt, Israel, Jordan, and Saudi Arabia. The shaky nation is subject to much instability and internal conflict due to the ever-present and ever-growing tensions between the majority Arab Orthodox Christian population (50%) and the Sunni Muslim population (30%). The Jewish minority, at 10%, is hit the hardest by the string of violence and civil wars that ravage the beautiful land. But before we dive into politics, let us visit the country's capital city, Ibrahimia (ابراهيمية). The city grew out of an old walled city nestled in the Sophron Mountains in the north-central regions of the Sinai. The city is home to an abundance of churches, synagogues, and mosques, symbolizing the clash of religion and culture which lies at the heart of Rashamite's unrest.
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Renagwa! And question Time !
nihonkaranws commented on TowerDude's City Journal Entry in Oka | 오카 | AIN
Very nice! -
Road to Bayokan + Airport Progress
nihonkaranws commented on Sky Guy's City Journal Entry in The Sultanate of Kalu Sabah
Looks great Sky! You've really mastered the SE Asia theme, seriously it looks unbelievably realistic. Thanks for those houses by the way, they will come in handy. Also I see you remodeled the Joro homes which have also been quite useful. -
Very nice! I guess ships bound for Taiwan have gotta go through Okatabawashi first, huh?!
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Дом советов and other brutalist structures
nihonkaranws replied to paulvmontfort's topic in SC4 BAT & Lot Workshop
I just cracked up in laughter when I saw the first RL shot of that building! The things them Russians came up with... But it looks good - you're recreation, I mean. Can't say the same for the real thing! xD Also I was curious what lighting rig are you using? -
New Airport Proposal
nihonkaranws commented on Sky Guy's City Journal Entry in The Sultanate of Kalu Sabah
Wow that looks amazing Sky Guy! Unbelievably realistic! In regards to the airport, I think you should go with developing a new one southeast of the city as you mentioned. Then you can extend sprawling development eastward towards the airport, which would look great. Imagine that you're in a plane on final approach, flying low over traditional coastal fishing villages and swamplands. Also, a side question, are you thinking of giving Kalu Sabah its own native language? I think that would be really cool, but ehh, I am one for languages... Sky would you happen to remember where you found the mideast houses in this picture? Thank you! [url="http://img835.imageshack.us/img835/4782/wherejooge.jpg"]http://img835.imageshack.us/img835/4782/wherejooge.jpg[/url] -
hkabat-forum-threads Bixel's HK/ASIA Residential Construction Showcase
nihonkaranws replied to bixel's topic in SC4 BAT & Lot Workshop
Woww! Bixel I love it! -
My family is in Fukuoka in the south, but a few cousins live in Sendai and no one has managed to get in touch with them... I'm freaking out I'll be flying out to Tokyo this weekend, I'm gonna meet my brother at the airport and we'll see what we can do. He tells me the country's lost its grip.
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've been wanting to take a shot at a mosque for a while now, something Jerusalem, old Islamic style. Here's what I came up with so far... What I was working on when I started this thread. Scrapped the idea, I hate the colors, dunno what I was thinking:
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Medina? Like the Saudi city?
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Monumental? How so? I am using max, but I haven't managed to set up BAT4Max yet, so I had to create my own lighting setup.
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Looking amazing. About the red roof, actually quite interesting, never knew that. Maybe forget about desaturating too much as you mentioned. A game friendly version is a good idea, but I think I like the uniqueness of the red at second glance. Just keep going like this, because Ive been looking at some images of the actual building and you're spot on. Yours actually looks better than the real thing, because the way you've modeled it implies that it would fit in well in an urban environment, near an art galery or something, unlike the real thing sitting in the middle of a park, hiding amidst trees. keep up the excellent work
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Alright well I haven't been able to install BAT on my computer, because I lost my SC4 disc so I have no registration # I'm assuming that's why BAT4max won't instal. I'm gonna pick up a copy of SC4 deluxe from a friend this weekend. Moving on, I've worked quite a bit more on the mosque, and got some renders to show:
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What the hell is this? This is probably themost unique of models I've seen yet to come around. Modeling and texturing is very well done, although I can't help but feel that there's some oversaturation going on with the burgundy/pink/red color. Also, I'm curious, what method did you use to model the tiled area in the back gardens of the building? Or is it just texture? edit: Ahh sorry just went to page 1 and realized what it was, UNAM library. How ignorant am I?
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Zahrul3 Indonesian BATs(skip to back)
nihonkaranws replied to zahrul3's topic in SC4 BAT & Lot Workshop
Hmmm I'am gonna have to agree with Harishna there. You see anything you make, as SimFox mentioned, should be out of your own understanding of what you want to do, and how you're going to go about doing it. However, when other BATters give you advice, it is important to seriously understand what they are saying, what their opinions are telling you of your work. Not to blindly implement it into your structure without thought, that's not what I'm saying, but to get a sense of what may be wrong/require improvement about your building, and work to fix the problem. I won't say too much as you haven't given us any more renders since my and SimFox's last posts, but I'm noticing a pattern here. Remember that the whole point of these forums is not simply to show off your work, but to receive help from others in regards to what you're doing. Simply forgetting about anything said and continuing to show similar mistakes is essentially doing just that - showing off. I would say, with all due respect, that if you don't want to get advice, then you don't really need a BAT thread, do you? It's interesting to see your work please continue, but would like to see you implement some of what was mentioned into your designs, whether directly or indirectly.
