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autoVino's bat projects

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

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autoVino

thanks!  The "light leaks" are pretty much gone now ever sinse I've updated my 3ds max, and so are a whole lot of other errors.  For now I"ve been playing around with the poly edit tool in 3ds max, this is what I came up with after about and hour:

It's based off of a building caled the Olympic Terrace.

Pat

Auto OMG that looks soo wonderful and the detail still shows very good imho!!! For an hour just messing around man that is very intresting....

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bat

That's looking nice so far, autoVino! :thumbsup:

autoVino

here is what the tower will basically look like (probably will be scaled taller because I'm using real world architectural units/heights):

All I have to do now is to model the base (probably the hardest part...) which will include a garage, swimming pool/athletics club, small mall area, and a foyer for this hotel/apartment.
If I do ever get out with releasing it, it will rpobably end up being medium residential.  I also am thinking about making a large mid rise complex with these, but this will be after I get some other projects done.
enjoy!

kwakelaar

That is a nice tower, I like the colours on the top, and quite a detailed floor plan there.

FromTheAshes

I know buildings like this (well, maybe not that tall) from my hometown, so I like the model itself. And I love theese stripes, they are making it special I think.
Visit Vorsfelde.

autoVino

Thanks for the kind comments!  This building (or at least the floor plan) is based off of a real building, so if your hometown is Hong Kong you might know it (this building is based off of the Olympic Terrace building in Hong Kong www.olympicterrace.com.hk, but it has it's little differences, the windows mullions, for example, aren't exactly matching the real version, nor does the roof look anything like that.  The building height isn't the same either).

I gave it a bit more environment:

autoVino

update:


I did this render with the building copied over four times and rotated so that I could watch a movie, well over 1.5 million polies,
and it still took a bit over an hour with a decent quality render.

I also tired caustics today, and a lot of it got concentrated in the upper half of the buildings and was unusually slow
(even though I did an optimization for it)

Also, the sky is a bit brighter in this rendering, which accounts for the increased brightness, I think, though,
I'll revert to the previous brightness of the sky.

Here I did a little bit of work on the detailing of the base, not too much, gave a very basic interior modelling, etc.
The strange white box at the base fo the second render is actually an elevator texture atop a large box.
As I said, I won't focus too mcuh on interior modelling in this building becasue I want to go ahead and quickly finish it.

I'm still planning to add two more floors to the base and a little bit more detailing around the walls on the base.
Also I'm going to turn the open area on the roof of the base section into a restaurant.
The inside of the base mimics a mall, let's say that the pool/gym and parking are "underground"
I will though create a garage entrance from the back, though

enjoy!   ;D

JosefBrisko135

Bro your stuff is always mad good, and a comment like what you gave me is awesome. Despite the fact I'm drunk, I love all of yuour stuff, and I need help making my windows as baller as yours.
But anywhjo, just wanted to drop a line that your stuff is mad ballin, and I love it.
Your signature was TOO BIG and TOO BULKY ... System ADMIN

autoVino

You're drunk? lol  :D  Check out simfox's tutorial [link] for help on windows, poly editing is really great for such things.

I've got a problem, just out of nowhere, our router firewall does not accept imageshack, which only happens if there is something that can harm a computer going around... so I can't see any of my images (or others) that are linked from imageshack... does anyone else have a similar problem?

anyway, here is an update from photobucket:


hmm... the anti aliasing is kind of screwy so that's the reason why there are so many bumps on the building.  Also, the lods didn't quite center right.  Right now I'm working on night lighting, here's a sample:


(sorry if these images are kind of large, I don't know how to resize them here)

finally, I figured out why caustics don't work and why there were white artifacts all over the place, something was wrong with my building's scaling.  I converted units (feet with fraction inches) to meters so that it would export and the building appeared huge.  I had to scale it down so now uv mapping is a pain because of that and non of the units match up very well.

Krio

Quote from: JosefBrisko135 on November 19, 2007, 11:31:34 PM
Despite the fact I'm drunk

:D :D Team Grater = the most drunken BAT team ever  ;D 40 % of it's members have said that they are under influence of alcohol.  $%Grinno$%

But, yes. I love your new towers but are the roof's overcrowed with junk? Can maintance men even move there?

autoVino

#171
thanks! they are overcrowded, but there is still enough room for people to squeeze through, as long as they are not fat (or drunk, otherwise they might fall of  $%Grinno$%)

Right now I have some night previews being rendered.  I think this building is nearing completion!
edit: I went ahead and canceled the night previews and tested caustics, they work!  I just started a high quality render and we'll see how it turns out hopefully tonight (if not by tonight than tomorrow morn)
edit agian: the high quality render somehow reverted to a worse quality render and it was a disaster.  I didn't even finish.  The caustics broke and resulted in a large ugly white artifact that wasn't visible in the preview render.  The ugly bumps came back again (the best part about it is that I haven't the slightest clue on how to fix this) and the script crashed (this, though, I know why and I shuold be able to fix it).  Probably won't be done by tomorrow or anytime soon if I can't get these errors fixed.
edit: it seems to be fixed!  I mean the caustics and the ugly bumps.  Lets see if the night lighting also works now  ;D

autoVino


here are the zoom five previews.  There were a few errors that needed to be fixed:
the s3d file was incorrectly mapped, that is it was roted 90 degreese compared to the map, that was easily fixed by just rotating the s3d files.
some of the zoom one and zoom two renders had strange artifacts on them, that was easily fixed through photoshop.
the s3d file uv mapping ids did not match the fsh file ids, which took the longest to fix by manual changing of the uv mapping ids in the s3d files.

I think it turned out pretty well, what do you all think?  (I also have another building finishing final export, but it won't be ready until after thanksgiving dinner  ;))

kwakelaar

This is becoming a very nice building, only thing is the scale of the ground floor, this seems to be a bit too low. Try putting a some people props on the lot and see if they will fit under the overhang.
Your night lights do look very good.

autoVino

thanks, the ground floor is actaully pretty high.  It's only an illusion that it is low because of the overhang that exists above it (or at least I think, I made the ground floor a little bit over 12 feet tall originally, scaled it down to match the the game units and scaled it vertically by 133% making it about 5 meters tall)

But I think this building needs to be re-rendered to fix some minor things.
meanwhile, here is another building:

jmyers2043

5 meters per floor is a good batters rule of thumb. The ground floors that I do as in real life tend to be higher. Ground floors usually have shops or banks and their ceilings are usually high. Try doing a ground floor that is 1 & 1/2  stories (7.5 meters or taller) That would be my suggestion for your next bat.
Jim Myers  (5th member of SC4 Devotion)

autoVino

Haha, well maxis units are screwy!  $%Grinno$%  Thanks for the tip.

Well, for those that don't know yet I've released these two buildings on the stex:



and



I've also written a tutorial conserning anti aliasing in the game:


(end self promotion, haha ::))

Pat

Auto I loved that shameless promotion and btw almost done in your gift's lol

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

dogfight

Great work especially the factory autoVino. They both will be great additions to my cities. &apls

autoVino

thanks for the comments!

I'm going to be busy in the next few weeks b/c final exams are coming up and it's about time to get serious about school... so free time will probably be drained completly from me and I will try to start back up again in January if not late December (which probably won't work either because I'm going to Mexico)