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Zanza's BATs

Started by Zanza, May 22, 2010, 02:49:16 PM

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Zanza

I would appreciate feedback on my attempts at BAT...

This is a warehouse in a port. This probably needs to be scaled a bit so it is higher.


Here is the original:


This is a small crane in a port.


Here is the original:

thingfishs

#1
you've got some nice BATs there Zanza, that's a great crane :thumbsup:

I think the grey walled section and the roof of the warehouse need some work texture wise though. Those diagonal lines are a common issue and can be annoying to fix. I would recommend trying some other textures and also doing one of the most important things any batter can do which is learn to make custom whole textures so you can avoid repetitive tiling textures. There are tutorials around.
Also your windows, from this angle at least, look to be too low and overscaled. In fact the whole front facade there looks like it could be reworked, but again it might just be the angle. The side with the orange corrugated iron looks great and it'll be interesting to see a building of such contrasting textures and colours in game.

Look forward to seeing what else you come out with.


<EDIT> here's something I posted on another thread, sort of a very basic way of learning to do whole textures... good luck.

« Reply #28 on: 06-02-2010, 00:06:21 »
The way I've been doing it (which is probably slightly incorrect) is taking the length and width of your largest roof/wall section. Say it's 20 by 10m. I've just been multiplying each figure by 10, but as pixels. So in this case I would make an image in PS that is 200 by 100 pixels. Then take your texture and copy/paste it enough times to fill the area. Then with dodge & burn and the clone tool I will make the seams between each piece blend in and will add some "dirt" for variety. If you start out with a bigger texture then you don't need to do do many copy & pastes.

You've probably already seen http://cgtextures.com/, check it out if you haven't. But there are others. I've found many of my textures via a custom google image search.


Orange_o_

It is also necessary to choose a neutraltexture, spotless or without important visual mark. Then when you texture are tilled, you can add of the dirt.

Your two buildings are makes a success, I like very much the crane. I think that you can make dirty more the base.
For the building, a stretching upward will be necessary. There are persons who recommends a ratio of 1,3. Personally the fact in the eye ( French expression)

   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °   °  


vester

Try to make the scale of the textures bigger, so the pattern of them shows up.

superhands


Zanza

Thanks for the feedback. :)

@thingfish:
It was actually not even a tiling texture, probably just a bit repetitive. I made a new texture now. Might have to add a second distinct texture for the other half of the roof. I generally know how to make textures, but don't have the skill to make a good looking dirty texture myself...

As far as the front facade is concerned, I think that's due to me not having had it scaled by 1.3 yet.

@Orange_o_:
I use 1.3 myself as well. The crane was already scaled with that.

@vester:
Not sure what you mean...?

@superhands:
Thanks. :)



Here is the warehouse scaled, with a new roof texture and a retextured front facade.


thingfishs

I much prefer that roof texture although I suspect it will need to be lightened up a bit to work in game. I'm not really liking the grey of the front facade, it looks almost untextured - especially now that the roof is so old & grimy. I think maybe it needs to be grimed up a bit, or the roof needs to be a bit newer; there's too much of a contrast between the two imo. Nice work :thumbsup:

vester

Quote from: Zanza on May 23, 2010, 02:54:49 AM
@vester:
Not sure what you mean...?

Let's say you have UVW-map set the texture to cover 3x3 meters.
To scale it up, each texture will cover a bigger area, like 10x10 meters.

I like the new roof texture and you can see what it is.

Girafe

it's a good starr zanza   :thumbsup:

I agree with thingfishs the roof texture need to be a little bit brighter   ;)
The Floraler

This is the end, hold your breath and count to ten, feel the earth move, and then...

*   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *    *   *   *   *   *    * 

Highrise99

The rusty textures add a lot of realism.