All SC4D members can freely PM any Staff member regarding issuing Karma Points to a deserving member on their behalf.
0 Members and 1 Guest are viewing this topic.
Well I think that you should better reduce the X- Y- axis -Ernst
Look good, just do what they said.
Have you UVW mapped or unwrapped your textures?
sometimes the textures in gmax "disappear" this is a very common and annoying problem, I'll recommend you to start by cleaning your scene materials get rid of all the un-used ones. Then before rendering click on all the little checkered box (the white and blue one) even if its on, click off and on again and do this for all your textures. Some people apply all the textures to a dummy object before exporting, but I think if you follow what I suggested once you will be fine until it happens again .
Hello Rady, this is a great first BAT. I'm really glad to see all the little details that you have added to the walls, roof etc. It really makes the model very interesting.
However, this model is still underscaled on the z axis. The sims - giants that they are - are taller than your barn doors I would recommend scaling it up by at least 20% (I'm aware this is only supposed to be a small, 1.5 storey barn). The width is fine, but the BAT is a little shallow; once you have scaled it on the z axis, you may have to tweak the depth as well.I would make sure that your first floor is no less than 4.5 meters tall. This will be larger than the single storey low-wealth Maxis homes that you are comparing it to, but will fit in better with most of the content (Maxis and custom).
Additionally, as Girafe mentioned, don't be afraid to dirty up your textures in photo-editing software. At the moment, your roof texture doesn't really blend in with the textures around it and certainly doesn't render the same in game as in your viewport previews.There has been much talk over the years on why and how to fix textures (so I won't go into the details here - a search of some of the many BAT tutorials will yield results) but suffice it to say that all textures need tweaking prior to using them in the BATI have taken the liberty of making a couple of very minor tweaks which took only a moment or so:* Desaturated the texture by about 20%* Added a russet/brownish gradient* Made some very quick dodge/burnsAll up it took less than a minute, and was done in the GIMP - a free tool. You could add moss, water stains and so on. The same could be done with the walls: but the results will definitely allow your barn to fit in with the games' pallette
..... #1: In the material editor, when selecting a texture bitmap, I can open the respective dialog both with the button at "ambient" and "diffuse" --> what's the difference? And sometimes one of these little buttons has disappeared (mostly the "ambient" one) ... #2: when "picking" a material from an existing object, I have access to the section called "basic blinn parameters" where e.g. I am able to set the "color" value, which kinda works as brightness correction (as far as I observed). How do I access this section right after creating and assigning the material to an object? Right now I have to deselect the object and re-select the material with said "pick" function to access this section?#3: What's it all about this "poly count"?? Is this just a gmax problem for rendering? Or is this something related to how many objects I do hve in the LE? And is there a common measure the poly count should not exceed?
#1: In the material editor, when selecting a texture bitmap, I can open the respective dialog both with the button at "ambient" and "diffuse" --> what's the difference? And sometimes one of these little buttons has disappeared (mostly the "ambient" one) ...
The help files explain it very well.Ambient color is the color of an object where it is in shadow. This color is what the object reflects when illuminated by ambient light rather than direct light. Ambient color areas in the scene will not appear any darker than the ambient light setting.You can lock a material's ambient color to its diffuse color so that changing one automatically changes the other.Self-illumination creates the illusion of incandescence by replacing shadows on the surface with the diffuse color. As you increase self-illumination, the self-illumination color takes over from the ambient color. At a setting of 100, the material shows no shaded areas, although it can show specular highlights.
Well the ambient color is locked to the diffuse by default for a reason - most people don't use it. If you're using software rendering, then a combination of the shadow color lighting parameter and GI will give you the desired effect. Ambient color is a poor man's replacement for those things, and a crappy one at that. Self-Illumination on the other hand is pretty handy in certain circumstances, like when you want something to...oh say, self-illuminate
Very nice little shed, though imo a bit too white. Maybe do a worn down version as well? In any case, keep up the good work
Quote from: vortext on January 16, 2012, 03:24:25 PMVery nice little shed, though imo a bit too white. Maybe do a worn down version as well? In any case, keep up the good work Unfortunately I had the same thoughts .. so still some way to go.