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gottago

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About gottago

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  1. Came out of retirement to comment on this new game, as almost no one here has said what I've thought was glaringly obvious. So, here goes nothing: I've played about all the city builders out there and I must say that after bulding out three cities to a pop of +60K I am decidedly underwhelmed by CS. The game is barebones and repetitive and simply doesn't scale. It is lacking in almost everything, and the one thing nearly everyone on this forum obsesses over--traffic management--is borderline broken. If the scale of CS could fuse with the playability and UI of SC13, then this might be a game that could hold your attention. As it is now, it is a snooze-fest. First, there aren't any goals. Nothing scales. There isn't even a city government, a city hall, or anything beyond the most basic services. You have a small police station, and a large police station. Plop it down (money's no problem, the game runs itself as long as you've got electricity, water and garbage collection) and that's that. Buildings turn a brighter pastel green. Yipee! Honestly, beyond managing red bottlenecks on the road chart, what IS there to do in this game? For all its unpardonable faults--the most glaring being postage-stamp city plots--at least SC13 had an engaging, goal-oriented POV. For example, your university researched techs, and the campus expanded as population and knowledge grew. There were specialized industries (where the heck is hi-tech? Entertainment? Tourism is nothing but a statistic about visitors), trade depots, recycling centers, extraction industies with specialized, growable buildings, and a polished UI. In short, though there was woefully little place in which to do it, there was comparatively a lot to do. Here, it's the exact opposite. Honestly, why do you even want to buy more than 3 tiles? You just face the drudgery of having to fill them with endlessly repetitive blocks of residential. commercial and industrial. In 4x4 plots, tops. Over and over and over again... By all accounts, the launch of this title was a great success, but CO has to work very hard to flesh out this game--deepen it and expand it--and not be content with the bare minimum. I hope to see major expansions and many updates that add transport options and expand the variety, depth and playability of the game. Fingers crossed...
  2. Mole Antonelliana

    Beautifully done--great model, textures and nightlights, great work here!
  3. Euro W2W

    Congratulations alj on an excellent first upload! --It perfectly captures the look of all those zillions of similar postwar German apts.
  4. Blok 63 Low-Wealth Version

    Excellent lotting work, gives this great building another layer of realism. Thanks for the UL!
  5. European Bus and Tram Stops

    Good models and lots, but the choice of trees is, well, ahem, umm...they are what they are. Are Euro-road texture variants included, seeing as these are offered as Euro transit lots?
  6. RSP Blok63

    Great modeling, detailing and textures--the satellite dishes hanging off the windows and the laundry on the balconies are just icing on the cake. ^As T Wrecks said, it'd be great to have an overview pic to see the full extant of this behemoth. Great work Del!
  7. Michigan Central Station

    Congratulations seraf for getting this up and thanks for sharing it!
  8. Cologne Cable

    Version 1.0

    30,527 Downloads

    Cologne Cable launches team GT and is a stage 5 CAMeLot 10x6 IM$$ anchor, modeled on a large cable-storage facility erected in 1984 at the industrial complex of Carlswerk in Cologne-Mülheim, Germany. For non-CAM players, a ploppable version wih 1685 IM$$ jobs will also be installed and will appear in your Landmarks menu. The BAT was created with 3DSMax 2010 and exported in Maxis-night version, and is modeled to scale—the actual building's footprint covers over 1½ soccer (football) fields. A prop pack containing HD cable spools and a scrapbin is also included in this package. This is a large lot to animate (23 empty tiles, to be exact), and the dreaded dependency list reflects that, but most should already be in your plugins folder. A Cleanitol file is also included in the zip to make life easier in this regard. To grow this lot, create a single 10x6 tile high-density IND lot by pressing the "Ctrl" key when dragging your zone. Unless your city has a high unsatisfied IM demand, a large, stage 5 CAMeLot such as this will normally appear after several intermediate-stage lots have grown, and for the impatient among you, the aforementioned non-CAM Landmark plop will be available. Please note that sufficient IM demand must exist in your cities both to grow the lot and avoid abandonment of either version. Full stats and dependency links are provided in the readme that accompanies the installer. Have fun!
  9. Urban Rivers Project

    You definitely stopped at the right spot--it looks fantastic. Great work!
  10. PASAR TANAH ABANG

    Okay, it really does look like that. Who'd a thunk? Great work, surprisingly enough!
  11. Urban Rivers Project

    The texture looks better warmer but I agree with SImfox that it went a little too far and it should be more neutral. Simplest way to do that is just to desaturate by +/- 20%. The coping is still lavender, though.
  12. Hi Amthaak, glad the post helped. The tower looks great, and the glass is spectacular. , The wall texture still looks too dark--try lightening it another 15-20% and dropping the blue a bit--it's a bit too strong right now.
  13. JonM's W2W Euro BATs

    Wow, much better--that looks really great!! I'd just say your roof texture is too dark/black. Most stuff in sc4 has lighter roofs and this will stand out in a negative way. What about a medium grey texture, or copper standing seam that has weathered to verdigris? It may not be what's on the original, but could be quite handsome.
  14. Hi Amthaak, I'm answering your PM about texturing here. You said you were using the Max material library texture maps (as for terminology, what everyone calls textures are "maps') for everything so far. Generally, unless it's a small object, you'd do best to forget the default Max texture maps and instead build a library of your own, and make object-specific textures from them for each important element of your model. Some of the arch/design maps are good, but almost every texture you'll end up applying will need to be tweaked for color/saturation/tone, and have weathering applied to make it harmonize with the others and mimic the RL building. Otherwise they will simply be schematic, plastic-looking textures, because they are made mostly for use in schematic presentations and are just the starting point for making an architectural model look realistic. You've obviously mastered modeling, but for the BAT to really be a success, you also have to master textures and Photoshop (or Gimp) and spend as much or more time working on them as you do detailing your model. It will pay off big time. Two of the best websites for good arch'l textures are arroway.de and cgtextures. Both have tons of high-quality textures that you can DL for free--so go through both of them and grab everything you think you'll ever need and then organize it all by material--stone, brick, metal, roofing, pavement, etc.--so you can actually find it again and use it. It also helps to make a special folder just for the BAT you're working on and put your specialty textures in there for easy access and reference. Arroway supplies full texture maps--diffuse, specular and bump--and load them all in the ME; the specular and bump maps are pretty much worthless in gmax but they'll make a difference in Max, even at the small scale of sc4 BATs. You asked about the roof and your basic stone texture, and I went back through the thread and found pics of each. Here's the roof from an earlier post: I hadn't actually seen it before I posted, and have to admit I've never seen such a near-pristine roof before--it looks like you could eat off it, it's so clean!--but I suspect such immaculate, perfectly detailed roofs are some sort of Oriental corporate/arch'l fetish. Bref, the textures you have on it now are pretty good, color and tonality-wise, but need more reflectivity to give them a sense that they are metal. The photo is shot on an overcast day, but you can see that the material (some kind of anodized, bronze-colored sheet metal) already gives off an even, pretty noticeable sheen, and this will be even more reflective in the bright sun of SC4. (As for the two pictures you posted above, they must have been taken years apart and the roof was redone between them--it's impossible that one material could look so different in two photos, and you might as well stay with what you have and ignore the other one.) Don't apply matte as you're doing now, but use the standard specularity and glossiness sliders in the ME to tweak the reflective qualities of the texture. (Stay with the default blinn checkbox; it's easier to deal with than metal, which I've never had any success with.) Specularity is overall reflectiveness, and glossiness sharpens and intensifies highlights. You can see from the pic that the roof material has a fairly high specularity and fairly low glossiness, so set specularity around 30% and glossiness around 15%, perhaps more, and do a test render to see what happens. (I set the "base glossiness" to 10--what "shine" a dull material would give off, since just about any material will have some gloss to it, and apply that automatically to almost all textures, even matte ones, to get some automatic contrast going on. Glossiness is pretty potent, so raising it a bit does a lot). If it looks funny, tweak the percentages in the sliders until you get good effect that gives you some real highlights--a sense of sun striking and reflecting a lot of light, but without burnout. The stone floor should also get higher specularity and especially for the big central portion it would be worth it to do a 1-to1 texture like you did for the big roof panels and weather it slightly around the edges and where other elements are on top of it to give it more interest. The texture of the lower level of roof flashing on top of the cornice is too dark and could be lightened 10-15% and given a higher specularity; start out around 20%, with default glossiness, and play with it from there. About the basic wall texture, here is another photo from an earlier post: Unfortunately the facade is in shadow--it'd be great to find a shot like this in full sun, btw--but you can see that the building is basically entirely made of a pale grey stone that is fairly cold (more blue than yellow), and that this stone was used for both the walls and architectural details and window surrounds, since there's no color difference between them. Your wall texture is far too dark--it's a medium grey--though the tonality and the scale of the individual blocks are good. If you can't find another that is closer in tone and does not have dark grout lines, you should run it through PS to lighten it significantly (work mainly with image>reglages>correction selective, and begin by lowering the levels of black in the grey and black components independently of the other colors, rather than just using luminosity/contrast, as this will alllow you a lot more fine-tuning; then you can use luminosity/contrast at the end to tweak it, and you might have to drop the overall saturation as well). This should also help to reduce the intenstiy of the near-black grout that outlines the stones, and it can be further reduced by dropping the amount of black in your blacks (I know it sounds stupid) when you are in correction selective. The combo of mental ray and the sc4 lightrig in Max has a tendency to make renders of light-colored models dull, flat and pastel and washed out, so it's good to exaggerate any contrast you have in light textures and give them high specularity to mimic the effect of bright sc4 sunlight. (I used an off-white plaster texture for my last BAT; initial renders were an ugly flat, dull grey, and I had to lighten the texture to near-white and push up specularity to 50% to get a decent-looking effect of light walls with a sun-struck look--the material ball in the ME looked totally burned out with brightness, but the render looked great). Basically, the facades are pretty clean and have more openings than surface, and the BAT is large, so there's not much point to weathering the wall texture; it won't show much. The sills and coping stones and the tops of the window frames and cornices are going to catch the most soot and are easier to deal with, so make separate textures for them using your lightened wall texture as a starting point. For the cornices, you can pick out a small section about 6 blocks long and 2 high (it doesn't have to be big, but long and thin) and remove the stone courses by using the selection box tool to highlight a thin strip just next to the coursing line and then copy/pasting this and nudging it on top of the dark line to cover it over with stone texture that will blend in seamlessly. You can finish it off with the clone tool then you'll have a basic stone texture that has the same tonality as the original without the coursing lines. Save this, and you can use it to apply to all the small architectural details and the columns, none of which have joint lines. (If the stonework is too notecable and you're getting a patchwork look on these elements, then copy of the texture and apply a gaussian blur to it to make a version that keeps the same tonality but doesn't show individual stones.) Make another copy of the first, unblurrred version and apply some muddy greys and sepia tones to mimic the dirt that will collect and streak on these elements. Add a few somewhat darker vertical lines 2-3px wide to highlight a few of the joints between individual stone blocks, spaced widely but pretty evenly apart, with the last one falling at the left or right edge so that it will tile correctly, and you can use this for your cornices. When you dirty up a 1-to-1 texture, as you did around the edges of the big open expanse of roof, use a variety of muddy greys and earth tones, and some of them should be lighter than the base texture as well. Build up the dirt using the paintbrush set at around 10-15% opacity, and vary your brushes and their scale in pixels. For really dirty roofs, starting with a first overlay layer of smudging, copying it, and then applying a gaussian blur to the original overlay layer is a great way to start; adding noise ("bruit" in the "filtre" rollout) is also a handy technique. It's good to work using layers and save a copy as a .psd so you can tweak and go back if things don't work when you test render. Since you modeled the actual grooves (rustication) in the ground floor stonework , you can apply the same base texture without lines to these elements, but you'll doubtless have to make a bigger version in photoshop so it doesn't look blurry and end up tiling. Just copy the texture and make a new blank file that is 6 times as high as that texture (there are 12 courses of stone on the base) and at least twice as long, and paste the smaller texture as often as needed, align all the copies, flipping some of them to get random variations, and smooth out the result with dodge and burn and smudge until you have a big stone texture that doesn't tile internally. You may have to reduce the size of the file as it might then be pretty huge, but it's worth the work as the variiations in stones should nonetheless be preserved and noticeable in renders. Since there are a lot of openings on the ground floor you shouldn't have a problem with it repeating on any of the base elements. Actually, after writing all this out, I realize that for such a big model, there are relatively few textures--you're lucky! But do spend the time to find/make specific textures for areas that show disproportionally. For example, the green fill between the awning and the facade needs another texture since right now it calls a lot of attention to itself. And also the long whitish block at the center of the roof, the stairs there, and the other elements like it all should have appropriate textures applied to them--light concrete with some soot splash on the base and other such materials.
  15. The model looks great but it looks like your ornamental stonework --the banded limestone base particularly, and also the window frames--are just a color and not textured. Most of the materials look flat and schematic, particularly the roof and the stonework details; perhaps you are just starting work on the textures and the grey stone wall texture is the only one finished so far, but if not, you should work more on them, making textures for specific areas and weathering and aging them too animate the building and give it life. About the roof textures: it looks like the specularity for all the materials is set to default; there's no variation in light/reflectiveness. The stone floor is going to have a different reflectiveness than the metal roof coping, which will be more reflective than the flat roofing, and so on. Right now it all looks like the same material but with different tonalities and colors; there's no "life" to it. BTW the palms are fantastic.
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