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ianpaschal

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Everything posted by ianpaschal

  1. BATs Currently in Progress

    Originally posted by: IDS2 Kellydale: You are by far the best in 3dsmax around. This would be so cool if releaseed!quote> 1. No disrespect to Kellydale, but that's a little insulting to the rest of us who also know what we're doing. Kellydale isn't doing anything particularly fancy, but glass materials are an easy way to woo the masses. 2. I don't think he plans on releasing it. It's just a city building project. I may be wrong though.
  2. SimFox's non-Asian BATs

    Originally posted by: Jasoncw hmmm I think the pond needs some public art in it.quote> I would agree with this. Maybe you can add a few extra tiles to one side with some more pond and landscaping.
  3. BAT Videos Forum

    Yeah. I would suggest going to the 3D resource. Superstar already has some great tutorials up there.
  4. sim-Al2: Your signature says Virgin Shores. Is this not the place that Mr. supercity124 planned? His signature says: "I am the owner of Supercity Development Company Inc., Virgin Shores - Providing Future Housing Developments, Shopping Centers, and Industrial Sectors in the city of Virgin Shores." I take it you're in desperate need of power poles over there. To return to the topic, the reason this is impossible is because SC4 doesn't actually use power lines in zones, hence why you don't see them. The wires are presumably buried, but in terms of game mechanics, I think zones behave like one big piece of invisible power cable. So the tricky bit is that you're not actually MODing existing power lines, they just don't exist in zones. What this means is that you're going to to have to make the power lines as eye candy, since the zones are already functioning as the actual, game-mechanics power lines. The solution? I have it, and I could make it in a day, but I'm not telling until supercity124 gets over himself. I think people would appreciate it if I did, but then our point to supercity124 will be lost forever.
  5. OMG YOU'RE RIGHT! WE DID! I BET YOU CAN GET IT BACK ON TRACK THOUGH BY POSTING MORE POWER POLE PICTURES! patrionts_1228: You're hired. Can you have the models done by tomorrow?
  6. P.P.S. These are props so they should not be hard to make.
  7. P.S. The team will be called NAM:AAP which means Network Add-on Mod: Airborne Automobiles Project. I will lead the team.
  8. Haha! Thank you jason! Saves me the trouble of making of making my own topic! I was about to make a topic with my request, but I think I'll follow your lead and do it here: My idea. I want flying cars like in Star Wars. It would be cool. I think the NAM people can make it the next NAM.
  9. Because you're determined not to take your project seriously. You need to do research! Then you need to do some labor yourself! And when you have something to show for, people will help you.
  10. Honestly, please lock this topic. Once Supercity124 understands that these ARE NOT PROPS, then he should continue his search for people willing to help him.
  11. Hahaha! Great laffs here. T Wrecks and Jason spelled it out for you. Glenni, nice pwn. Personally though, I think I could do it in 3.5 minutes. And no, I won't make power poles for you supercity124. I have little enough time already to make what I think is interesting, what's useful for my cities, and what is actually useful to the game. I honestly don't think putting the poles on the sidewalk is a good use of any Batter or Modder's time. There is of course an easy "eye-candy" way to do it, by making some TE lots to place near intersections that go out 4 tiles on either side, but I'm not making that for you. Simply put, I think this is at least close to a universal truth for content creators; we have no real incentive to do anything for the community(moral obligation, monetary compensation, etc.) other than the fact that we like to make these buildings. What this means is that there is serious personal interest in the projects created here. 99% of us make new buildings (usually in styles that weren't well represented in the original game, such as European buildings, like my Amsterdam style row-houses) because we want to see them in our cities. To follow suit, if YOU want to see these power poles in game, YOU are going to be the one making them. I have no need or obligation or desire to help because I don't need or want them in my SC4. And it sounds like most other BATers share this feeling. So you're on your own.
  12. BATs Currently in Progress

    De Grote Kerk van Rijssenveen. This photo is from 1538, while it was under construction. You can see they just finished waterproofing it with blue plastic, and will soon begin putting up the imitation masonry skin on the facades.
  13. BATs Currently in Progress

    Originally posted by: bixel OMG I drank too much coffeewhy did I just make this????? quote> YAY!! You've seen the light my friend! Finally someone who uses max because it's fun to make the shapes, even if they're completely useless for SC4!
  14. Bixel's San Francisco BATS

    Originally posted by: bixel All in all it will all be released in 2 Packages I think with PK1 (EMB1&2) and PK2 (EMB3&4) The SF blocks I think will be 6x4 each, but possible 6x6 each to allow greater area for the plazas. SF blocks are much bigger than what I am used to (Portland OR has 4x4 SC4 unit blocks) so making each of the Embarcadero 6x6 is not unrealistic.quote> 6 x 6 for sure I think. Those don't look even remotely like they have the proportions of 4 x 6.
  15. Render Man?

    So as many of you may know, I don't have BAT4Max, even though I use 3ds Max 2008. I was wondering if there was anyone who did who would like to do some test renders of a building for me, as well as rendering the final product. It would be much appreciated Thanks, Scip
  16. Level of detail

    I model because it's fun. Whatever doesn't show up doesn't matter to me; I had a good time putting in the interesting details, and it's often better I find to have SOMETHING there that causes variation in surfaces than just plain surfaces. For example, I don't put door knobs on my exterior doors (unless they're like big handles to an office building) but i do give them a .1 m setback from the rest of the wall just to show that they're some differece. The same goes forr trim: slight things like .05 wide trim will not really be distinguishable, but having a thing line, even if it's just some slightly darker or lighter pixels, makes the brain know that there must be trim there, even if SC4 is too blurry to actually tell what it is.
  17. Bixel's San Francisco BATS

    I'm down Bixel, very cool structure imo. Here's my best tip: Google to da Earth. The tape measure tool comes in extreme handy, at least for proportions. I'm not sure what scale you work on but from the measurements I've taken: Model real scale, using 10 x 10 meter tile sizes, then scale it all up 160% to make it fit the 16 meter SC4 tiles. This allows me to work in real scale and it helps make my buildings proportional. You can give that a try if you're interested. Regardless, google earth should help with orientation and proportions.
  18. Level of detail

    I usually work depending on the object. For details I don't go smaller than 0.025 meters, but for larger things, I stick to the meter. IE: A really large building's footprint would fit to the meter, a small building like a house will fit to the .1 meter, and small details like trim will fit to the .025 meter.
  19. Bixel's San Francisco BATS

    I was in SF a few weeks ago and I had an idea: Why not ask Bixel to BAT the Embarcadero Center? This isn't really a request since I don't need it in my dutch cities or anything, but I thought it looked like a fun project.
  20. didn't look at that. I just saw it was there and took the oppertunity to brag
  21. Originally posted by: MTLT_17 - Where did you go to school, and how high in the feild of Design have you gone?quote> I go to Pioneer High School and exhausted their drafting curriculum my first year by testing out of all the prerequisites. This means that my junior year I spent the whole year doing my own personal work for school credit and working on submissions for architectural visualization contests. My senior year I may be doing an internship/job with an advertising company that does mainly heavy 3D graphics. Originally posted by: MTLT_17 - Are you proficient in the CADD programs; AutoCAD, Inventor, 3Dmax?quote> It's been a while with AutoCAD but I have done a lot of work in Inventor and a similar program called CATIA. Both of those, as you are probably aware, are solid modeling programs used to create machine parts. I don't have a lot of personal interest in these, but sometimes I prefer their method of drawing (using constraints). Most of what I use them for is Robotics Club when we design the robot, as well as an internship in which I needed to use CATIA to model aircraft engine components. 3dsmax though is really my forte. Originally posted by: MTLT_17- Would you be interested in sharing skills and knowledge to help others with the following: - 2D drawings - 3D modeling - Importing and lot design - Design Aspects of Buildingsquote> n Yeah sure, what I know I am happy to share. I would also like to say that Superstar, one of ST's finest has started his own site for a resource to 3dsmax users, specifically in the way of buildings. I highly ecourage people interested in getting some video instruction on the basics to 3D Polygon Modeling CAD. There are already several good videos and may more to come. Check it out: www.the3dresource.com -Scipio
  22. BATs Currently in Progress

    stupid page flip... i'm posting to try and see jason's comments
  23. The 3D Resource Launches!

    Mightygoose Wrote: 500 poly challenge... 21 Hours, 12 Minutes ago Karma: 0 Karma+ Karma- Just an idea, maybe get a few more entries here than at other sites... rules are simple... model must contain 500 poly's or less, be creative... my own submission will follow MG I highly encourage people to participate and if you feel it's out of your league, just come by to check out what we create and vote on which you feel looks best! The Challenge
  24. BATs Currently in Progress

    That looks really good but I do have some criticism. The lights around the base are too bright imo, and the window's night lights don't look that good but if you don't want to use physical lights or simfox's methods, then those will have to do. Some other detail things (I'm huge on details so this may not bother other people but it's the kind of things I would change on my own model): 1. The pool looks too far sunken in; keep in mind that the water is often 8" to 1' away from the pool deck which at this scale would be nothing. Your's looks closer to about 1.5 feet, so I would half that distance, I think it would look a bit better. Also if you can, I'd make the corners of the pool not so sharp. 2. The top roof of the building looks too flat to me. Usually you're going to have the edges of the walls stick up farther than the roof. Also the frames on the windows look kind of random. If you still have the splines you used to create the roof shape, make a copy, select it in the modify panel, break all the vertices, then select by element and look for something in the Geometry section called Outline. Check the center box and enter a number to outline the splines. Keep this up, and you can get a bunch off lines that flow parallel to the sides of your building.
  25. The 3D Resource Launches!

    Currently recording a tutorial on using splines.
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