I've been spending some time with 3dsMax lately. I don't know (where's the crazy emoticon?). I'm having a hard time getting all of my plugins in order, and thought "well, maybe I can just make something". Call it a "start from scratch" disorder if anything.
I wanted to do something like each growth stage is another addition to a house. Its all very simple stuff right now, the main goal is to bang a family out and see it in game. When things become more stable I will probably refine the buildings some more.
They are designed for R$ 1x2 lots, and are low density relative to this (the stage 2 is barely stage 2 via PIMX). They also have 1x1 counter parts.
Stage 1 is a moderate 6x8x8 house, holding 6 people. The diagonal holds 7, because it is for corner lots (a diagonal road is a corner, btw) and it needs an edge against its orthogonal sister.
Stage 2 is 2 meters longer with a master bedroom, 4 meters wide. 11 and 12 people respectively. I think I want something in between these two, as the 1x1 is a stage 4. I will also probably make some 1x3 lots for this to be stage 1. (right now there are 3 of each, representing each of the Maxis grass textures).
Stage 3 is in the works. A 3.5 meter second floor is added, the original house wider by a meter (it looked a little funny, call it a stairwell). Still haven't finished the siding (or gone through the mass 3dsMax/BAT/PIMX configuration).
Stage 4 will probably see the original addition gone, with the whole thing being a two family house (two doors in the middle). Stage 5 might add another floor and remove the sloped roof. Stage 6 would add something to the back...
Anyway, thought I would share what I've been up to as far as SC4 goes.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F9463%2Fimageypa.jpg&hash=2a373783f6b20422fe954ceb6a2c162c93907d47)
R$$ and up could be pretty much the same but for amenities (porches, side lights, chimneys, details)
Nice one, you are off to a good start. :thumbsup: The 6x8 is a killer to model given how small it is and how over-sized small details need to be. I had the same issue with the Maxis replacement stuff that I am still working on.
The 8x10 is much more forgiving, but I believe with 3DS max you should be able to get a few more windows & other architectural details into these little buildings...the resolution is sharper than gmax so it would be worth putting a window at the front next to the door and so on. Sills, rainspouts, gutters, ridgecaps, fascia boards etc would also be on the cards.
I think your colours need a tiny bit more saturation and need to be pulled closer to a warmer, apricot hue. The blue in particular is quite cool, and combined with the green-grey shingles is making that model somewhat washed out.
But as I said, great job for someone new to 3D modelling...I'll definitely keep an eye on this ;)
Thanks Matt. Yeah, they all seem to be a little cool in color. Details are another thing, with you and Jim working on small houses, I don't see these as being very valuable other than for my practice.
Marcszar's return got me looking through his thread and I was inspired to try to make some real scale textures. I admit that the building is not to scale, but that wasn't the point.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg94.imageshack.us%2Fimg94%2F1698%2Fbuildingk.jpg&hash=29d6e18f698329b82145fa615fe5849199a0e836)
The trim around the windows and the garage door are giving me the toughest time. I wanted corregatid iron for the door, and something metallic for the frames.
This is loosely based off a real-life building, Kayem Foods, a local hot dog factory (you may have heard of it). I ride passed it on my way to the city. I might try to make this one for real at some point, though it is a pretty drab building. Link (http://maps.google.com/maps?q=kayem+foods+plant&hl=en&ll=42.391112,-71.040553&spn=0.00151,0.002411&client=firefox-a&sig=118290391056691799449&hq=kayem+foods+plant&hnear=Boston,+Massachusetts&t=m&z=19&layer=c&cbll=42.391298,-71.04074&panoid=7fpb8oc-5ixqpA6OFG68_Q&cbp=12,16.41,,0,0.88)
Local things have been interesting me the most. Here is an image of Chelsea Clock (http://upload.wikimedia.org/wikipedia/commons/9/9c/Chelsea_Clock_Company,_Chelsea_MA.jpg). Doesn't look too hard to make, and it would fit in the inside of a diagonal intersection (though in RL it has a loading dock that would prohibit this).
Another one I have my eye on is the Schraffts Candy (http://www.friedmanarchives.com/Boston/images/Schrafft%27s%20Candy%20Factory%20DSC04729.jpg) plant, with it's landmark nightlights (http://cache.boston.com/bonzai-fba/Third_Party_Photo/2009/02/19/schraffts__1235078090_5159.jpg).
Finally, Boston's CITGO sign (http://www.heatingoil.com/wp-content/uploads/2009/09/citgo-sign-boston.jpg). There were many attempts to take it down, it is massive, a piece of Las Vegas in Boston. Visible over Fenway's Green Monster, it is apparently refereed to as the "see-it-go sign", but I've lived here my whole life and haven't heard that once. This would be an extreme mod job, as it would be implemented as an animation: YouTube (http://www.youtube.com/watch?v=0SD6PP4ltGY).
I also have a bird's eye view of an oil distribution center, as well as live almost directly under the Tobin Bridge. We'll see :)
A really nice start, I would advice you to use a ground map for all reflective materials (glass above all) ;)
Nice to see you BATting, something I don't have any experience with whatsoever (yet $%Grinno$%) so I can't give any advice but I'll say that candy factory would be a nice addition. Besides, who doesn't loves candy :D
Thanks Vortext, every day you mod is another you say "what is BAT anyway?" :)
I'll have to learn about reflections, ground and enviornment maps. Right now I just throw a bitmap into the reflection material, then make numbers higher or lower until things look right. The glass is like this in RL Link (http://3.bp.blogspot.com/-8nF1-iQ8934/TdJpNkU0vtI/AAAAAAAAAUE/RXbELmYDi-k/s1600/P5160014.JPG), still looking for the "make duller not darker" number. :)
Edit: So here's a question, how can you get objects to reflect the objects around them?
Quote from: Lowkee33 on April 25, 2012, 05:15:34 PM
.... Edit: So here's a question, how can you get objects to reflect the objects around them?
If you are referring to the ground plane to see ....
http://community.simtropolis.com/topic/42299-library-tower-us-bank-tower/#entry1140238 (http://community.simtropolis.com/topic/42299-library-tower-us-bank-tower/#entry1140238)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi760.photobucket.com%2Falbums%2Fxx242%2Fumbraroy%2FTut-02.jpg&hash=5228c8ec001d10dc19b92e888dfeab36a62a722d)
If you are referring to the creation of a reflective material so try this ...
http://community.simtropolis.com/topic/4778-jasons-bats-tutorials/page__st__2070#entry1146816 (http://community.simtropolis.com/topic/4778-jasons-bats-tutorials/page__st__2070#entry1146816)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg826.imageshack.us%2Fimg826%2F52%2Fgardenercenterglasstuto.jpg&hash=2049d456c026063c240f21ea450b4957fde3892d)
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