going for a late 18thC/early19thC fantasy warship.... fantasy in its about 2.5 times longer than any ship ever made.... in the period. its beam however is the same.... dont really know what im going to do with the ship.... maybe make a historic dock type thing... ive always wanted to do ships in the traditional way... so after watching pirates of the caribbean and seeing glenni's uberdetail i thought id give it a stab....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F8044%2Fpirate1zj6.jpg&hash=2aa1b70c563cfedfb6904502f3e395171e3cee1c)
here is a render minus the bow, using a sunlight.... for shadows...(a little experiment)
here is how i made the bow, the same priniciples apply for the stern....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg405.imageshack.us%2Fimg405%2F2765%2Fpirate2rb2.jpg&hash=a00f0ed792053ee2d22b1831c4049c11dd788309)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F2449%2Fpirate3lr1.jpg&hash=8697419271303ce2e24861ee8a4c69f3b99feb0f)
and here is the completed spine and bracers...
Now this is an ambitious project. ;) Its looking good so far :thumbsup:
As far as I know the main keel was one beam steamed into shape for the bow and the side struts also. This would mean the grain of the wood would hold its integrity better once the hull was applied over them (less chance of the beam splitting along the grain)-- thought this may be of help for the texture of the main beams ;)
Will be keeping an eye on this but its a great start
ps movie any good? No.3 I take it ;)
actually no i was watching the first one...
yeah i know the keel and beams where steamed... i will play about with uvw
maps....
while researching it seems that the beams are much more frequent.... so i have fully beamed the midsection of the ship... just the bow and stern to rework now...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F2605%2Fpirate4nd4.jpg&hash=63a7b7c7c5117bed94ed08f05c832985a697861e)
every other beam is shorter to allow for cannon ports etc...
Wow looking much better with the extra beams :thumbsup:
eagerly awaiting the next update :D
That looks like quite an undertaking, but it looks like it will really be something spectacular when it is done. I'll be following this as it goes along.
wow! :thumbsup: &apls
nice experimenting mg :thumbsup:
I can see you are really enjoying the MAX ;)
thanks for the comments all im doing the interspaced beams at the front and back in between other things... today i put the galley stove pits in... only five for a crew of nearly 500.... most days crew were fed only 600g of bread or crakcers and 250g of meat... the pots were used for beans twice a week. thats real info..... id starve...
anyway a pretty render still experimenting with sunlighting.... tweaked mental stats and the raytrace setup to increase the density... this took three hours lol....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg374.imageshack.us%2Fimg374%2F1599%2Fpirate5ug3.jpg&hash=2eebabf829b291628070d81f0f37abb2ebb115de)
i have started adding the deck crossbeams and done another rib crossbeam... also notice the chimney for the primary galley. what do you think of the lighting???
Unless you're setting up an environmental scene, a skylight is a waste of render resources...A key omni with a couple of subtle fills would be less processor intensive...and why have shadows on a development model?
well its more an idea to see what max can do.. i have never really pushed for the fancy stuff before and as i intend to put a reasonable amount of detail in this.... i thought i'd play about... and i revise while it renders... and its not a skylight its a sunlight.... its not the same thing...
Using photometric lights just eat up render time and resources..you can achieve the same effect by a target direct (and sun/sky are pretty much the same, except the sky produces much softer shadows). The first lesson to learn is when not to use the different lighting modes, as they will have a drastic effect on your textures too...If you are rendering for game inclusion, you should stick to the lighting types most common to BAT otherwise when you come to export, it'll look completely different to what you expect.
As for texturing the main keel beam, a suggestion would be a change of model technique. If you use a LOFT rather than an extruded shape, the UV map will follow the path of the loft, curving textures where the model curves. It also gives you greater flexibility in terms of alterations to the shape.
hmmm lofting i forgot about that... however with certian taper effects and manipulations of the objects it is more difficult to convert to lofts... i would have to start from scratch... wouldnt worry too much about the keel......
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F6228%2Fpirate6sx0.jpg&hash=5d3d5d7b35ab2dc9f20116e97b261b3e1f0a602d)
90% of it is below the waterline...
Quotehowever with certian taper effects and manipulations of the objects it is more difficult to convert to lofts
Well, you can apply tapers to shapes that form the loft shape, and it if infinitely more editable and quicker.
This took 25 secs to make the loft path, a further 10 secs to make the cross section, 5 secs to loft and a minute or so to add the taper. Allow a couple of minutes to texture and render and you have this in 5 minutes (approx).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fkeeltest.jpg&hash=1a8c70b58e4141c51c31664ca43910bc34e79575)
And if you weren't worried about what was below the waterline, why waste polys by modelling them?
1. all the cross beams are made to fit the keel in its current shape....
2. am i not allowed to model the way i want. i said don't worry about the keel....
thanks for all the feedback... but people telling how to do things im happy doing already does peturb me slighty.
Just offering an alternative, quicker, simpler method of producing something that doesn't have millions of faces and more importantly, has it's own mapping which follows the contours of the model.
After all, where would we be if we didn't learn from each others experience?
How do you do that loft thing anyway?? &mmm
Hi Glenni
It's a fairly straightforward process and there are plenty of tutorials around. Here are a couple:
http://www.rsdg.net/files/tutorials/lofting.htm
http://www.tutorialscentral.com/index.php?option=com_content&task=view&id=33&Itemid=28
The second one teaches you how to make loft objects follow certain shapes...they are fairly rudimentary but accurate.
i will try the loft.... but as i said the positioning of the ribs is perfectly matched to their contours. getting the loft to fit the shape will be a major pain... i think the easiest thing to do would be to replace the keel once all the ribs are done.... would you agree?
anyway tried an alternative water method... better results i think...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg456.imageshack.us%2Fimg456%2F6463%2Fpirate7od9.jpg&hash=f738f7aad4833af26380cc274b74f67cff4ddd8d)
well i was advised this water was too loaby so i upped the density...
think i nailed it pretty much...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F5117%2Fpirate7um4.jpg&hash=8b9bd0e183e15977e14dc0981a506837898adff8)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg45.imageshack.us%2Fimg45%2F4845%2Fpirate8ju7.jpg&hash=4b95690a6fb73570c8d698df3ac48733416cc875)
add a few masts and you will have the HMS Surprise..
http://www.patrickobrienstudio.com/maritime%2520art/paintings/assets/HMS%2520Surprise.jpg (http://images.google.com/imgres?imgurl=http://www.patrickobrienstudio.com/maritime%2520art/paintings/assets/HMS%2520Surprise.jpg&imgrefurl=http://www.patrickobrienstudio.com/maritime%2520art/paintings/HMS%2520Surprise%2520vs%2520Turks.html&h=546&w=700&sz=185&tbnid=Wxe6drDUxsOUdM:&tbnh=109&tbnw=140&prev=/images%3Fq%3Dhms%2Bsurprise%26um%3D1&start=1&sa=X&oi=images&ct=image&cd=1)
Edited link to remove page stretch, please be careful next time. - Fred
that looking pretty nice! &apls you are making the ship like if you were constructing it in RL, i sure this ship will be so realistic, excellent work! &apls &apls
btw how you do that water effect in 3dmax?
@HabLeUrG: It's a fairly simple process using textures. The simplest method is to make the diffuse colour a darky blue colour...set the reflection map to "Raytrace" then in the bump material, use the Noise map and play with the settings until you reach the water effect. It's not good for more rough water (for that use a displace modifer) but it produces a fairly realistic effect.
thanks alot callagrafx! will try that out later, if there something wrong ill send you a PM ;) agan thanks!
Mg that is stunning i love that water effect &apls &apls
yeah cal is correct it is fractal noise in the bump setup, you have to tweak around with the settings to get the required affect...
awesome details and work &apls &apls
meh sculpting each rib was getting repetative. and along with my other current WIP's it ended up in over a week of total apathy towards max, i was sick of it, but i found some inspiration on yet another new thing.... i will leave this one open to guesses, see who works out what it is first....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg120.imageshack.us%2Fimg120%2F3886%2Fimax5sb7.jpg&hash=354177e26cfe475c6f2322e7bae12bdff9f0fd85)
Avenue roundabout-thingy like Glenneh planned it?
yuppers i agree with bengt there... its a rundabout fill, like what Glenni is working on with the building as an
overhanging prop...
we all know that but which famous real world building is it.
World Museum?
Its the london iMax cinema isn't it?
It looks really good!
Fred
Looks like a volume knob...does it go all the way up to 11? :D :D
So, was the ship named?
Definately the London IMAX at Waterloo! &apls &apls &apls
yeah thats right guys... the ship is still being worked on im in northern ireland with relatives atm so not much time to model, however ent to dublin for the day today and the city is crazy, where the old docklands are they have gone crazy for post modern euro contemporary urban renewal. lets just say in one day i took about 600 photos so plenty of new ideas.... all kinds of architecture i was really amazed. im sure there is something here for everyone. although there seems to be an unatural prevelance of yellow hotels :P
back from relatives.... and well it doesnt look good.
i cant seem to get the IMAX to render....
the LOD's fully cover the model above ground and tightly fit. the exact specs are 3 cylinders of radius 22.6m height 23m and 160 sides.
named LOD3/LOD4/LOD5
i have the model names patch for gmax.
i use MAX 9 and its mental ray daylighting draft.....
result....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FIMAX7ingame.jpg&hash=db6bb2d98633fc3ca04903854d50c013307f388d)
now i know the window frames dont show up because of the draft setting and the roof interference is exaggerated by the draft setting too. however the missing half of the render is the problem. it is odd that the full image is displayed in the menu.
[edit]
well i got the LOD's to produce the correct shaped image but as for the image well.....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FIMAX8LE.jpg&hash=c719c1e41e209b9d1118a11e8603caf195f7fddc)
now what??
MG: you should open your SC4Model file in iLive Reader and check the individual slices (FSH), It might be that the problem is with messed up IDs so that FSH tiles do not much S3D slabs. Options would be either to correct it manually or (in most cases faster) to re-render it. That colourchecker thing in LOT editor window is often an indication that particular texture is missing. Was it your first export from Bat4MAX?
One thing, it I may, having LOD with 160 sides defeats its purpose. LODs in SC4 are supposed to be simplified representation of the structure with details achieved by bitmap textures with backed in lighting and all other stuff. May be you really should try simple box LOD and then go from there , but still try to keep it simple. I'm not sure if there are any, but there could be some limitations of LOD complexity - like number of polygons and so on... The only benefit of very tight LOD is the ability to place some props right next to the walls of you model. Given that only set rotations of 90 degrees are possible in LOT editor it wouldn't be possible to place vast majority of props (say like benches and anything else the is not circular) around your models with any convicting effect anyway. In the end it is your decision. I'm not trying to push you one way or another just few bits of information for your considetation.
BTW I don't mean it as disrespect for your work, but Callagfx offered you help and very worthwhile advise. You are totally free to take it or to stick to your own ways. He took time to read this thread, to find those tutorials and to write. so just be little bit more easy, nobody is forcing you to give up YOUR ways, just offering alternative so you would have more options. And that is definitely a good thing!
Wish you luck with IMAX!
the problem is Simfox, he can't have a simple box for this, he needs a circle LOD for this to work for roundabouts. &mmm
Try this:
Select everything.
Save selected (file menu)
Start a new model
Merge the save file (file menu)
This has help me out of trouble quite a few times.
This problem is caused (normally) by mismatched IDs. Simple to fix.
1. Open up your Max Model.
2. Delete the Xref.
3. Click on the South preview to re-initialise the Xref
4. Turn the LODs on and select them. Simfox is dead right, 160 sides is way too many. 16 segments would be much more appropriate as the curve will be handled by alphachannel.
5. Export selected to 3ds format.
6. Close Max.
7. Open BAT and import the LODs into a clean scene (remembering to turn convert units off) Save the file.
8. Click the South preview to make sure the views match (i.e. S in Max is S in BAT)/
9. Export the model. Find the model name in Plugins and copy the name
10. Open Max.
11. Merge the model into a new scene. Click the S preview to reinitialise the Rig.
12. Change anti-alias to Catmull ROM (ignore if using MR as renderer).
13. Save the model.
14. Paste the name into the export box.
15. Export the model. IMPORTANT: DO NOT SAVE IF ASKED.
16. Upon completion of the render, click FSH Batch Build.
17. Click DAT FSH insert.
Everything should be hunky dory after this. Whenever you update a model, you need to go through this entire process again otherwise you will end up with conflicting texture refs.
Good luck :thumbsup:
Edit: Glenni, you can still have the LOD as a simple shape, as the transparency is handled by the alphas and as long as there is no massive overhang, there will be no glitches.
You only need custom LODs if you need to place props or have automata go through within the standard LODs.
Thing behind the lods (outside them) will be (as Lee stated) handel by the alpha channel.
160 sides :o
sorry lee but what is the Xref??
X-Ref: External reference
If you don't know it, you probably haven't used and don't have to worry about it.
As Vester says, the Xref is the external reference for the BAT camera and lighting Rig...if you need to delete any preexisting xrefs go to File > Xref Scene and click on the reference in the box and select delete. These can cause problems between Max and BAT, if the views are out of sync.
still toying with render issues on the IMAX so i am forging onward with my other bits....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FluxurywaterfrontslopeL4.jpg&hash=f0987b7244ee57bc3ef4d64a03b1ee1e2f04f4cf)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FSHW2x8a.jpg&hash=a45faa659ea35cba503596f7895853e21ef9e763)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fsofar1.jpg&hash=07a12fdedd136afe59862d3caf8ce7a09fd8f188)
MG that is looking sweeet...
moving on a little
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fshinyrender.jpg&hash=ee694d341ed7aa96480c6413d953ece68a618735)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fluxurywaterfront1.jpg&hash=def5a8fcf0cb9c26a731248f5af076539d0e50b7)
this is all four of the pieces i currently have.
Mg that is looking very good :thumbsup:
MG you need to select all of the windows and apply an overall UVW map to prevent the tiling, otherwise looking promising :thumbsup:
oh yeah i know the glass is awful its my standard "looks alright with a skymap, so will do for now glass"
small update....
seven of my current nine pieces for the canals expansion....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fshinywaterfront.jpg&hash=588cb6025b4505911136c10e789ee415f4902b68)
and a little thing i came up with looking at a few modelling tutorials...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fubershinygreenhouse.jpg&hash=1ecb7c9372bee074485f6cfd0457cd6a9d3d93d8)
MG you have become a top notch batter man wow that is some amazing stuff i cant wait to get ahold of them....
even shinier stuff...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Ftolsongallery5.jpg&hash=fb84a3978d812ac71af453f656b6086f50546019)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Ftolsongallery6.jpg&hash=44e421d46e8e67e39f51602dfd96aa230f988cd0)
niiiiiiiiiiiiice very niiiiiiiiiiiice MG.... btw i thought the first pic was a real one omg wow
some older works....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FB3A-bosgrovecourt20newrenderer.jpg&hash=43d643a61567c6f863f61c451a61e2f0768c6461)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Flowwealthmegablock1.jpg&hash=a8c92654394f0c84aa8cbbe198e7c1f7b13b5420)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FG2A-Farpointsuites7newrenderer.jpg&hash=9483c3dfd0fd2840f6fb2a9cf604148a84807fa3)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FD4A-smokestack10newrenderer.jpg&hash=3bf80fea20a21636f332bf4566d13c31ba38f193)
and some more recent shots of the IMAX with revised materials...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FIMAX9newrenderSC4angle.jpg&hash=a8b18d150cd3b20ec1397fa54a4d03643a26c8f0)
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firstly i cant seem to sort out the patchy edges of the shadows and secondly i need to sort out the anti aliasing wherever that is...
That's a lot of interesting buildings. I like the last one best.
Robin :thumbsup:
Hey your really good man :thumbsup:
MG that is looking really good there bud :thumbsup: :thumbsup:
I think this strange round tower could make for a very interesting building, I quite like how you have made the base.
Imax London also a nice looking building.
its actually a monster smokestack:P
finally managed to get something to export with a sunsky rig correctly configured, just a small warehouse sitting next to a jestarr one for comparison, tis only a draft render
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fwarehouse1.jpg&hash=aca6fb3d3a1e9670b707fda29b481ce5c33f05d4)
John for only a draft render that is looking real great.... compared to what it was lol :thumbsup:
oh and for the love of god can someone help me sort out my anti aliasing
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fpillars.jpg&hash=a5a0421e555ebc5f9bbb3dae331e46c4d58174db)
You might want to check your Sampling Quality (if you're using MentalRay)... that may fix the problem.
Try 1/64 (min) and 64 (max) and see what happens from there.
EDIT: I just remembered one thing: maybe your Preset settings are wrong. Try this: next to the Production radio button (which can be accessed in all windows), select Mental.Ray.no.gi.high
Maybe that'll work.
yeah problem solved methinks... havent updated here in a while..
some new shots of bits...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2F8x8R1.jpg&hash=b808ae4adcb65e45773202016b9b5251887c25a5)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fcathedral3.jpg&hash=68cb3963116584b32600eacbfe2d555587603101)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2F1x1R3picture.jpg&hash=c3d0d5109dad4d5b423b8fab21fd5e6c8a099b95)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FIotaconferencecentre5.jpg&hash=cfdaebd4cf99ef684b022f6be4fbc200827d24ff)
meh soon as freshers week calms down may see some stuff starting to apear for candidacy..
Mmmmmmm... I'm getting some mixed signals here... First you move from the BLaM thread without an explanation, park yourself here and go on as if nothing has changed, and yet you still have the BLaM logo in your signature and as your Member label?
Anyway, I really like the second image. A cathedral / church? I love 'em all, so more is always appreciated! :thumbsup:
MG that is looking good there my friend...
-M- its all good M8... ;)
sorry for any confusion, i regret that i am leaving the BLaM team, as a founding member i feel the team is ready to move out in a fresh direction and so must I.
the sig and banner will get changed as soon as i can find a new one to replace it.
sorry for any confusion caused.
Lots to like in those preview shots. I like the stone texture you've used on the church and the small building - nice bump detailing.
And the last render turned into a fully realised set of buildings would be incredible.
Looking forward to your candidacy thread :thumbsup:
I prefere the last picture :thumbsup:
Quote from: mightygoose on October 10, 2007, 08:29:01 AM
sorry for any confusion, i regret that i am leaving the BLaM team, as a founding member i feel the team is ready to move out in a fresh direction and so must I.
the sig and banner will get changed as soon as i can find a new one to replace it.
sorry for any confusion caused.
Ah, thanks for clearing that up, and sorry if I rubbed salt in anyone's wounds. It was not my intention, I just wanted to know what was going on.
Anyway, if you need a signature, you can always grab this one! ;)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi149.photobucket.com%2Falbums%2Fs46%2FElytheria%2FSC4Sig.gif&hash=3c005019d28702328e3f3674220844824282728a)
It's one I made. ;D
I'd like to see some progress here then! :thumbsup:
I don't want to be rude (more than usually), but have you ever finished or released anything?
star: but anyone else still keeps releasing stuff and finish those what they start.
one (two) word Freshers Week
LOL, he's bogged down with over the top University activities
Joe
@bengt, sorry for not reading your post right
Well there is always a first time for everything Bengt! $%Grinno$%
And I'm sure he'll get more than the needed support and feedback here to enable him to release something in the near future. I for one am looking forward to that candidacy thread! :thumbsup:
Quote from: M4346 on October 10, 2007, 01:40:17 PM
I for one am looking forward to that candidacy thread! :thumbsup:
So am I! :thumbsup:
hey MG Can I pick the banner ?
Quote from: Antoine on October 10, 2007, 01:44:04 PM
hey MG Can I pick the banner ?
Please lol I love this banner for BLaM ^^
edit : Maybe you didn't release a lot of stuff, but you helped our a lot :thumbsup: so all is perfect. And I know too how it's hard to finish a project, we want always start an other lol
Clean up done.
Please, keep the discussion on topic. Remember, discussions about matters from other site's are not welcome here. Thank you.
MG, I'd need you to PM asking for the team label change. It will be done inmediately.
All: Pls, back to topic. No one is obligated to release anything if he/she does not want to do it.
Hey mightgoose some great looking models great work.
I have a question about that waterfront. You said canal expansion, does that mean its only going to work with canals or can it be used with maxis water to? If it's only going to work with canals could you share the model? I can play with so that it will work with maxis water. I've been looking for a nice realistic waterfront boardwalk for along time.
thanks
well after a lengthly absence i think the thing i am most satisfied with and will probably release the canal addon set.... heres a recent render....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fshinywaterfront-1.jpg&hash=59c0c0f0b908f2ff95ba6b6256539ee48a958b41)
8 pieces so far...
left slope
right slope
1xblank
3xblank
setback left
setback right
setback centre
1xbenches.
John that is just wondeful!!! Im glad you are releasing that set finaly.....
Excellent work with the canal pieces. I'll be keeping an eye out for them and I look forward to putting them to good use.
Locked at the request of mightygoose.