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autoVino's bat projects

Started by autoVino, July 09, 2007, 07:19:26 PM

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callagrafx

I wouldn't trust the preview render for gamma if I were you...we went through this with Chris Adams' thread a while ago.  Your best bet is to set the gamma at around 2.2 and test render to the game and see how it comes out (it will appear a lot darker than the Max preview, that's for sure).
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

autoVino

hmm, interesting.  I'll take that into account and see what happens.
meanwhile,

a cross section

and full zoom four

Fresh Prince of SC4D

Returning from Call of Duty . Must rebuilt what I destroyed....

papab2000


Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio ♦ dedgren
♦ Emilin ♦ Ennedi ♦ Heblem ♦ jplumbley ♦ moganite ♦ M4346 ♦
papab2000 ♦ Shadow Assassin ♦ Tarkus ♦ wouanagaine
Visit my mapping thread: linkie
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threestooges

Fancy. Planning on working on a few complimentary buildings as well? Perhaps a reactor core and some auxilary buildings? Either way, this on its own is quite nice.

RippleJet

That's an impressive cooling tower! :thumbsup:

squidi

damn that is extremly extraordinary!
fantastic modeling!

art128

Indeed, this cooling tower is looking awesome my friend, great work  &apls
I'll take a quiet life... A handshake of carbon monoxide.

Props & Texture Catalog

Earth quake

Wow, impressionant.  :o
It's really splendid, extermely exceptionnal.

autoVino


(hmm, I hope I didn't run out of memory for render, since this is only zoom four!)
Added some terrain.  Next to work on are the actual reactors (should be pretty easy modeling wise, texturing is key) and the steam turbines.  There will be five of each.  Then surrounding offices and controles rooms as well as water piping about the lot and some flora.

Anyone know a way to fake clouds that isn't render intensive?  I've found multiple ways in mentalray, but they have artifacts and take forever to render.

spa

That's some really great modeling. Well textured too, which I know from experience isn't easy with these kinds of surfaces.

Pat

Hey auto that is looking mighty massive there!!! far as clouds are concerned there is effects that you can use in lotting that are maxis...

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

autoVino

yeah lot effect would be easier, but the question is can it cover an area that big?  I mean the tops of those towers are at least a 3x3 lot, unless there's some modding trick you can do to make an effect larger, I don't know of any effect that can cover such a large lot.  But I will still look into it.  Some of the smaller parts that will have steam will use the effect without a doubt.

autoVino







QuoteFrom Simtropolis: This was mostly re-working on the ground texture, adding some water-reflectivity to it, color correction, etc.  I've also did some display corrections for the last image, so that nothing will be displayed below the visible ground plane (before some key objects were cut of at z=0 and above, now that issue is fixed).

papab2000


Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio ♦ dedgren
♦ Emilin ♦ Ennedi ♦ Heblem ♦ jplumbley ♦ moganite ♦ M4346 ♦
papab2000 ♦ Shadow Assassin ♦ Tarkus ♦ wouanagaine
Visit my mapping thread: linkie
Post pic's of your NHP Mapped Regions linkie

Orange_o_

Your work is fantastic, the texture of water, the many detail, it's very very well.
I'm amazed. I have a lot of work for make half of your talent.  &apls

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threestooges

Stunning work autoVino. The detail in this is excellent and from what I can see, this is only the beginning. I can't wait to see it when it's all done, but even as it is right now, it's good on it's own.
-Matt

sim-al2

Hint: Use multiple effects... ;) It actually looks pretty good with even several on top of a large smoke stack...
(\_/)
(o.O)
(")_(")

autoVino

a sketch of the general layout of the facility:



The reactor buildings are complete modelling wise), so now I need to make some turbines, work on the processing buildings and control buildings and add some piping all around and general detail, still plenty of work.  I'm probably going to take a break on modelling and try to figure a way out to gain better control of texture coordinates, as right now the tools in uvw unwrap aren't sufficient.

threestooges

Each time I come here I am increasingly impressed with what you are creating. This time is no exception. This facility looks like it will be a monster when it's finished (looks like 20x20 or a bit more judging by the roads). Let us know if you need any help on the modding (you certainly don't need help with the modelling) and I'll look forward to seeing the new developments. Great work.