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New canals? Surely you can't be serious?

Started by callagrafx, April 27, 2010, 03:40:48 AM

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callagrafx

Quote from: joelyboy911 on May 01, 2010, 03:19:13 AM
With everything else so realistic, the ramp simply disappearing at the waterline seems quite artificial to me. It also looks like quite a severe angle for the boats to slide down and be dragged back up. Other than those picky details, I very much like the building.

The depth of the canal dictates the slope of the ramp...I didn't want it protruding too far into the canal.  And the transition was impossible to make semi-transparent with the water texture, as it would have changed the characteristics dramatically and wouldn't merge with the canals.... I'm going to abandon the slope altogether and do a series of shallow steps, ending with a pontoon.... Which may be more asthetic.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

kimcar

 &apls &aplsExcellent work . I really like the nightlighting.  :thumbsup:

SimFox

Roof is a marked improvement, but imho you would need to do similar adjustments to other (well almost all) materials and textures.
But if for a moment I'd like to stay with roof for a moment.That dark splat on it is a bit uniformed. It is a finer point but it could benefit from a little variation... Also the color of it... it look like machine oil, or something... As such it location is a bit odd. I think the "dirt" at the bottom of the roof is far more natural looking in both hue and distribution.

Other things... First the night view, since it had been presented, chronologically, first:



Could you tell if this picture had been somehow edited? I mean the color scheme doesn't really coincide with any known night mode. It is clearly not Maxis night, but neither it is darker night be it Gizmo's or mine... It matter particularly if it is gonna be truNight export.

But now to the points I think demand some attention:
1. These IES profiles are no good here. You have small overblown spot and then absolutely nothing.
2. Night lighting on this space is more akin of GMAX than Max2009 - all the light seem have gone to the window frames while living actual interior completely dark
3. Furniture here seem living in the world of it's own, I mean with it's own and clearly different laws of physics. While floor on which say chair stand is brightly lit the chair itself is completely black! Again as in #2 the overall feel is like it is made in GMAX. there doesn't seem to be any light bouncing around in the room You have very brightly lit spots next to completely dark ones...

In the latest day view there are still some places that need attention (along same lines you've given to the roof):



1. These shadows are way to dark and will not go well with the game. Actually they look unnaturally deep in just about any sense.
There are few different approaches to resolve this issue . One being making the ground into separate prop so that it will have games shadows (this will also resolve the issue of the games "sun" not coinciding with the BAT one). But I believe this isn't enough and materail properties, as well as bitmap should be adjusted, back to it in #5.
2. Black holes for a window... It just doesn't look right. Particularly in the case of those large floor to ceiling windows/french doors. Even if the reflectivity of the glass itself is "correct" the overall look isn't. Nothing even black velvet laid on the floor of the space behind those will result in such a black hole. Also given such darkness behind the reflection should be quite prominent even on very slightly reflective surface. All-in -all something is very wrong there. And it doesn't look good, which is after all most important consideration.
Same goes for smaller windows... And even if there will not be any real reflection there should be something... Otherwise they are just black holes, rather than windows...
3. The pattern on this texture looks little unnatural in both placement and the very nature... Color wise it is also a bit off - these hues aren't really natural, and if they are not... what they are doing on place like that.
4. Hedge although better than before still a bit too dark. This is after all bright sun light... and it is just a shade or two away from black.. and it turns in to black in the shade... I'd say it could be in a shade about as bright as it is now in the sun...
5. And back to the paving texture... I feel it to be too dark and to saturated. This is aggravated by the material properties, I believe.




callagrafx

That night image was post-processed.... Here's a newer version that I rendered this morning.



As for the other stuff, I'm pretty happy with what I have, I'm not a great believer in changes for changes sake  $%Grinno$%

...and I can't change the path texture, it ties in with the canals.  :thumbsup:
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

thingfishs

and so you should be. It's a fantastic building. &apls I particularly love the 4WD & boat trailer.
Funny how the one thing that caught my eye is, it seems, the one thing that didn't bother you SF ;)
I also think it's a shame to lose the ramp. even if it is a bit steep; it's just such an interesting feature.

callagrafx

Quote from: thingfishs on May 01, 2010, 11:46:25 AM
I also think it's a shame to lose the ramp. even if it is a bit steep; it's just such an interesting feature.

Fear not...it's not gone, just altered a little  :thumbsup:

The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

thingfishs

very nice :thumbsup: It's a good idea bringing the water up into the ramp a bit, looks more natural and provides some transparency. (although on second look, when you look at the side of the ramp it does appear the water is breaking the laws of physics somewhat. Maybe you could find a happy medium...) The new um... footbridge/jetty/pier/ ah, water access, looks great! Some timed props of some fishermen perhaps? (or boats I guess but in my experience, where's there's a way, there's a fisherman ;))

tag_one

The new pontoon looks much more realistic Lee! Great work  :thumbsup:

callagrafx

Quote from: thingfishs on May 01, 2010, 12:03:59 PM
very nice :thumbsup: It's a good idea bringing the water up into the ramp a bit, looks more natural and provides some transparency. (although on second look, when you look at the side of the ramp it does appear the water is breaking the laws of physics somewhat.

You never heard of Archimedes?  :D

Quote from: thingfishs on May 01, 2010, 12:03:59 PM
The new um... footbridge/jetty/pier/ ah, water access, looks great! Some timed props of some fishermen perhaps? (or boats I guess but in my experience, where's there's a way, there's a fisherman ;))

The word you're looking for is "pontoon"  $%Grinno$%  And this piece is mainly for the rowing club.... which is why I added some rowers  :thumbsup:

The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

cubby420

Very nice. I was curious how you would resolve the ramp issues and this concept is a winner, though the current choice appears to make the canals look rather unrealistically...shallow.  &mmm

Are the rowers a timed prop? They're great! They add character and a story to an already distinctive structure.

callagrafx

That's probably an optical illusion...and yes, the rowers on the pontoon will be timed.

Here are the final in-game shots.  I have passed them to Barby to make a proper LOT.





My work here is done  :thumbsup:


......... Until the next one
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

joelyboy911

Quote from: callagrafx on May 01, 2010, 06:58:45 AM
The depth of the canal dictates the slope of the ramp...I didn't want it protruding too far into the canal.  And the transition was impossible to make semi-transparent with the water texture, as it would have changed the characteristics dramatically and wouldn't merge with the canals.... I'm going to abandon the slope altogether and do a series of shallow steps, ending with a pontoon.... Which may be more asthetic.

Of course, I figured that was why it was so steep. And I understand your problem with the transparency. All I can say now is that it looks really good with the pontoon. It breaks up the line of the ramp ending, and adding that greenish gradient on the bottom smooths the transition as well.

Top notch.
SimCity Aviation Group
I miss you, Adrian

callagrafx

And like a bridge over troubled water....


The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

Terring7

"The wisest men follow their own direction" Euripides
The Choice is Ours
---
Simtropolis Moderator here. Can I help? Oh, and you can call me Elias (my real name) if you wish.

zero7

I like that footbridge with the iron railings.
Call me Richard

Connor

Great work  &apls

I agree with zero7, I'm especially liking that particular bridge. The others are great as well. 

callagrafx

The base set has been released...

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2373

The bridges are being scrutinised and the Sculling club is being modded/packaged.

The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

thingfishs

I look forward to giving it a go, thanks for all your work.  :thumbsup:

I love those bridges (except the olive green one, that looks a bit monotone or something to me), and the club looks fantastic.  &apls

callagrafx

Well, while you're playing with those, I'll play with this...



P.S. That's gold, not olive green  :thumbsup:
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

io_bg

Thanks for releasing this wonderful set! :thumbsup: The marina looks fantastic as well! Just a thought though, won't be the bridges too low for the bigger yachts? &Thk/(
Visit my MD, The region of Pirgos!
Last updated: 28 November