SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Independent Development Projects => Independent BAT (Building Architect Tool) Projects => Topic started by: Evillions8 on February 13, 2010, 10:13:15 AM

Title: Evillion's BAT Warehouse
Post by: Evillions8 on February 13, 2010, 10:13:15 AM
Although I already have this at Simtropolis.  I seek for more help on my BATs, this is my current works.

Current works:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi681.photobucket.com%2Falbums%2Fvv174%2FIndexdude%2FApartmentBlock3.jpg&hash=23f482db1a97afc5d76aab2bdce9734af9da7c62)

Any suggestions, comments, or anything?
Title: Re: Evillion's BAT Warehouse
Post by: thingfishs on February 13, 2010, 02:33:01 PM
Hi Evillions8,

It looks good :thumbsup:

Your red brick texture is tiling pretty bad though in this view. Please post a preview render to give a better idea of how it will look, and whether that tiling for eg. will be a problem. Also In this view I would say that the brick and vertical balcony textures are too saturated and/or dark, but again it's hard to tell without a render.
Title: Re: Evillion's BAT Warehouse
Post by: Evillions8 on February 13, 2010, 02:50:50 PM
This is a render of what it looks like in game.  Is there some way to reduce the "tiling" that you said?
Title: Re: Evillion's BAT Warehouse
Post by: thingfishs on February 13, 2010, 03:25:31 PM
ah, OK. Maybe the grey BG threw me off (I take it you're not using gmax)

Well if this is a render than the tiling is a problem. You need to either get a larger brick texture or make a larger version using the texture you have. Do you have photoshop (or similar)? This way you'll be able to avoid tiling etc. as well as having much control over the look of your building and the ability to add bits of grime just to certain places on the wall.

Likewise if this is a render than I think your textures (mentioned in my last post) are too saturated.

<edit> Also is this building in HD?
Title: Re: Evillion's BAT Warehouse
Post by: puresim on February 13, 2010, 03:33:47 PM
Can we see a screenshot of it in-game, perhaps with buildings around it to compare colours?

Here's (http://www.cgtextures.com/login.php?&texid=36157&destination=texview.php?id=36157&PHPSESSID=4979a2588caf95a8db6c1c00131a7fbf) an example of a non-tiling brick texture.
Title: Re: Evillion's BAT Warehouse
Post by: gottago on February 14, 2010, 05:00:35 AM
It looks like the doors and windows are flat--a part of the texture applied to the facade--and not modeled. If they are, this will be noticeable in-game and the building will suffer for it. It is best to make your front wall from splines and then extrude it, and model the window and door frames, and then inset planes for the doors and the glass.

It might also help you to work on the model first, then apply the textures when it is finished. This way, you will be able to see problems in your model that would otherwise be papered over by the textures, and make both model and textures better in the end.
Title: Re: Evillion's BAT Warehouse
Post by: Evillions8 on February 14, 2010, 10:04:55 AM
So taking all of this,

You're saying that I have model windows like mullions and all that junk right?  The other part is the modeling part, I used splines to get the wall then use splines again to get the windows.

With the brick texture, I want the textures to match up otherwise it would look akward with something that completely diffferent.

With the in-game test, I can't do that since I don't have SC4 installed for reasons I don't want to share.

So how do I make the textures not flat?
Title: Re: Evillion's BAT Warehouse
Post by: thingfishs on February 14, 2010, 10:13:33 AM
I don't think gottago is suggesting going as far as mullions at this point, just to model the windows etc. separately from the wall so you can create some shadow and depth. I'm not familiar with splines but are you saying you've already modeled them separately? If so it doesn't look like it, the windows and doors seem to be flush with the wall.