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Becca at BAT

Started by RebaLynnTS, December 31, 2007, 01:11:18 PM

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Pat

by pattern you mean sterotypical design or??? Sorry Im a tad bit of a loss about MSS on the right

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xxdita

I think maybe too much of a pattern. Can you shift the texture on one side of the roof, or put another semi-transparent texture over one half, so that it looks more like random wear. Maybe some dark splots could help as well, like water has sat on the roof for a bit? Maybe even use one of the textures you've used for the wooden fences, or something similar.

RebaLynnTS

Each unit by its self looks fine, but when you start lining them up, the roof begins to look repetitive. I have a couple of ideas on what to do about it. We'll see what the next render looks like.
Becca

Look for me at ... Becca At Bat

zero7

Quote from: RebaLynnTS on March 06, 2008, 03:53:41 AM
Each unit by its self looks fine, but when you start lining them up, the roof begins to look repetitive. I have a couple of ideas on what to do about it. We'll see what the next render looks like.

Probably the best way would be to make variations of each unit with slight texture differences and then make them prop families,  Then when it grew you'd get a random mix.
Call me Richard

RebaLynnTS

#324
Zero, I started to do that with the LAR, but soon realized I would end up needing way to many propfamilies. Since this is a modular plopable set, with dozens of units, that could prove problematic. I did come up with a solution though. First of all, only one set needs to be worried about, the side units are the only ones that are usually placed repeatedly, so that means only 3 sets. Since mostly the roof is the problem, and they are all the same size on those units, a single prop family of false roofs, that change with each plop, should do nicely.

Almost forgot .. Office for MSS2, so far.

Becca

Look for me at ... Becca At Bat

zero7

Keeping the prop families to the minimum number of props definitely sounds like th eway to go ... Glad you've got a solution  :)
Call me Richard

yoshiisland2

I Like the new office! :thumbsup: 

Yeah, I was thinking a prop family would be the best way to fix the repetition.  Ever since the "Go Away Wren!" and similiar mods came out, we've been all against that. :P

RebaLynnTS

I am working on the updates for MSS 2 and 3, for now here is the design of the office for MSS 3. Some will be able to be used with other MSS sets, others might not go as well.

Becca

Look for me at ... Becca At Bat

Pat

Becca loving the new progress on the offices!!!

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bat

Yes, great progress on that building! :thumbsup:

RebaLynnTS

Here it is .. the Office for MSS 3

Becca

Look for me at ... Becca At Bat

Jmouse

Just caught up with you here and spent a very enlightening couple of hours combing through your thread. Now you're going to have to make room for another regular! :)

Joan

RebaLynnTS

welcome aboard, drop by often, cause things happen quick around here.

As an example, here is a new update on MSS (Modular Storage System) 2 and 3



Becca

Look for me at ... Becca At Bat

Heblem

you're doing better and better  :thumbsup:, just practice explains all  ;)

RebaLynnTS

#334
Thank you very much.
Had a request to make some UHaul signs, here is the first one, so far.

Becca

Look for me at ... Becca At Bat

Pat

 :thumbsup: &apls  WOW Becca that is looking sweeeet!!!

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RebaLynnTS

#336
The roofs on the MSS units, look a little to flat, so I am going to raise the pitch. I tend to forget things need to be a bit exagerated.

Edit: I've also decided I don't have to have the offices for all the MSS sets be the same size, so .. this is the new office for MSS 2 (Still needs more details, though).

Becca

Look for me at ... Becca At Bat

autoVino

Interesting idea!  :thumbsup:
But I can't say that I like the coloration, feels too *strong* and doesn't really match the game (especiallyt he blue, try to make it a bit less saturated).
The gradient on the rusted roof building is also way too strong and feels unatural.  Maxis buildings' have a more subtle gradient.  Remember that the purpose of the gradient is to *fake* raytracing, not just to be there as a gradient, and raytracing tends not to be that strong.  Generally, places that are less exposed to light are darker and places more exposed are lighter, so the ground would be a subtle amount darker than the top of the builidng, and the edges of the roof may be a subtle amount darker than the tip of the roof.
The light blue line atop the building also doens't fit, but can work as a nice highlight (but it does look good with a black background... but black isn't the background in the game, it's more nuetral).
As a rule of thumb I try to avoid very much cyan because that is one color that sin't very prevalent in the game, but making the colors a little bit more subtle can probably make your coloration stand out, yet look very nice.  Also the grey streak in the redish roof makes it look very synthetic and repetative...
Okay, I'm out of things to criticize you on  :P, but the modelling and lots are very good.  :satisfied:

RebaLynnTS

I'd already decided to scrap the blue, just not completely, going to make it a lot more pale, and only as highlights. I'm going to go with a more biege color over all. The red is supposed to be rust, but I'm thinking I over did it, and will re-work it. A lot of this looks a lot better before trying to put it in the game.
Becca

Look for me at ... Becca At Bat

Pat

Becca Im proud of you that you are willing to redo something and not release something half heartedly....  What Im saying here is that you are truely dedicated to the game and thank you for making custom content!!!

Don't forget the SC4D Podcast is back and live on Saturdays @ 12 noon CST!! -- The Podcast soon to Return Here Linkie