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VDK Police and Fire Stations

Started by vester, January 16, 2011, 10:23:28 AM

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vester

A quick update:


Decided to use a red paint textures for the doors and windows. Its kind of the color of the fire departments in a lot of countries.
(except in the airports where it is yellow.)

Thinking of changing the dark brick to a more red one.

vester

The modeling is (almost) done, now only night lights is left. This Time a picture from the back:


and one from the side:


Need to work on the stone texture on the foundation and around the doors.
Maybe add some curtains the tall windows on the 2nd floor.

Had almost forgot the roof junk :P

This one has been quick to do, a lot of reusing elements. :)

Getron

I love this firestation  :P.

I have seen differt Firestations on the Lex and Stex, but this one.....it would be a super addition to my W2W cities.  &apls

Keep it up Vester  :thumbsup:

SimFox

Nice building, there are, however couple of points you may want to take another look at:






  • 1. the space (vertical) between windows seem a little to small for such a building. Given that ceiling itself has a thickness, that second floor window would start at about knee height...
  • 2. there is something odd about these corner elements. First of all , the width is uneven, second the color and the "size" of the "stones" on the texture is way too small when compared to what appears to be a bricks of the main wall. At the same time the overall sharpness is much greater that of the wall. it makes these two look like they don't really belong in the same building.
  • 3. you really need some sort of cornice here, it looks odd...
  • 4. check the scale of you UWV Map, tiles are of very uneven size...

I also think that the gradient might be just a tad too strong... May be you can break it, to more look like sort of dirt rather then "raytrace" darkening

vester

#44
Quote from: SimFox on February 25, 2011, 02:10:16 AM

  • 1. the space (vertical) between windows seem a little to small for such a building. Given that ceiling itself has a thickness, that second floor window would start at about knee height...
Have taken the measurements from the RL building and there I would say it looks the same.
As I have used RL measurements, the height will need to be scaled up a bit.

Quote

  • 2. there is something odd about these corner elements. First of all , the width is uneven, second the color and the "size" of the "stones" on the texture is way too small when compared to what appears to be a bricks of the main wall. At the same time the overall sharpness is much greater that of the wall. it makes these two look like they don't really belong in the same building.
I was thinking of taking a second look at the brick textures.

Quote

  • 3. you really need some sort of cornice here, it looks odd...
The drain pipe will cover up that space, so no need the model that.

Quote

  • 4. check the scale of you UWV Map, tiles are of very uneven size...
Yeah you are right, again I got sidetracked.

SimFox

BTW is this SD or HD render?

About roof, I'd say you really should UWV unwrap it. Otherwise this edge



completely disappears, and the texture gets distorted

N2R8S4O5I

It's been a while since the last post.
I hope all these projects are going well :(

vester

#47
The 3 police stations are now exported.

Here is a last preview of the Tiergarten Police Station:



art128

I like the lights on the police sign of this last one, it really gives a nice touch, plus of the design.
I'll take a quiet life... A handshake of carbon monoxide.

Props & Texture Catalog

vester

TY, Arthur.

Here is a little something extra:

Sciurus

It's nice, it makes me think about some gas station signs $%Grinno$%

Guillaume :thumbsup:
L'atelier d'architecture
* * * * * Longwy * * * * *

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