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eRe4s3r — Skyline MK2

Published: 2009-01-25 22:31:21 +0000 UTC; Views: 4225; Favourites: 38; Downloads: 242
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Description Improved version (well imo) of the previous one [link]

This time without any captions or stuff, just raw from 3d.. Cheated a bit with reflections this time, i wanted them to be darker than the floor.. so yeah.. they are now

7160 polygons
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Comments: 15

Garsondee [2009-01-29 02:03:46 +0000 UTC]

Very very nice - Great stock models here.

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TDBK [2009-01-26 23:18:05 +0000 UTC]

Right on man. I really like these. Pretty realistic.

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eRe4s3r In reply to TDBK [2009-01-27 05:51:49 +0000 UTC]

Check my placement test in scraps .. a glimpse of what yet to come.. but boy, this is really alot of work.. ill never again say city-scapes are easy

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TDBK In reply to eRe4s3r [2009-01-27 07:48:12 +0000 UTC]

Will do.

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dmaland [2009-01-26 22:37:46 +0000 UTC]

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eRe4s3r In reply to dmaland [2009-01-27 05:51:16 +0000 UTC]

Thanks ,9

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entroz [2009-01-26 04:48:56 +0000 UTC]

wow! very nice!.are you using UV mapping? And being low poly, they would be perfect for throwing into a game engine.

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eRe4s3r In reply to entroz [2009-01-26 05:22:26 +0000 UTC]

well obviously i use uv mapping, but i did not unwrap the models, its all box mapping "baked" and tiled

So if you move a point, the texture remains in place (and in scale) contrary to unwrapping, where you "bind" the mesh and texture.. which would suck for buildings (which i haven't yet made alot of mods for )

And yeah, i am currently scouting for games to test them in, but only game i *can* test it in, is cnc generals or lotr bfme 2.. man that sucks

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entroz In reply to eRe4s3r [2009-01-27 05:30:20 +0000 UTC]

sorry, i meant the unwrapped type.
but yeah lookin good. You should totally throw them into a game or make a movie with them. it would be awesome to see those magnificent reflections in motion, moving across the buildings.

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eRe4s3r In reply to entroz [2009-01-27 05:51:06 +0000 UTC]

Im only using cube or cylinder mapping, no hand unwrapping at all (would be a pita with that many tiling surface textures)

i can easily bake them into uvw's later on (right click - generate uvw, god i love that function)

This also helps in keeping polycount very low, literally the only polygons i do create is where tiling changes to another texture map.. making it very easy to retain tiling-once set.

Btw, yeah i know what you ment, i was just not very clear i guess. Also, some will probably say that this is a horrid way to do this, but in c4d i can bake uvw maps into a mesh, and merge split faces together, while retaining MULTIPLE texture-path uvw's in the same object. Hence it making my life ALOT easier. ^^

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Empyrean-DesignWorks [2009-01-25 23:52:07 +0000 UTC]

Great stuff, man! About how many materials did you use per building?

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eRe4s3r In reply to Empyrean-DesignWorks [2009-01-26 00:09:14 +0000 UTC]

And also, i used a trick for tiling the facades, which means i made a TOP-END texture (usually going into a concrete texture identically to the floor one) and a tiling texture (one that would tile perfectly upwards until the TOP-END texture.

So the complex facades are usually 5 textures alone (Base level wall, door) and upwards facade, top-end facade and beyond top-end to roof section. All done in photoshop with the concrete base as "ultimate" base, so that the concrete would at all times connect properly, be it in windows, or in roof sections, or in outside facade concrete situations.. etc

So its a simple system that scales perfectly with variating sizes (i can simply drag points without damaging the uvw) Just have to match the tiling i set beforehand when i do that.

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eRe4s3r In reply to Empyrean-DesignWorks [2009-01-26 00:03:46 +0000 UTC]

Usually 4 materials, each material consisting of normal, reflective (black and white) , and color map (where the reflective white parts are black)

But that can vary, on the large building in the center, i used pretty much all textures i made for the entire project, including basement variations of doors and non-basement doors (so without dirt) I made these for smaller buildings actually, where theres only 2 or 3 levels and non-basement textures would look out of place, so for every texture without dirt, theres one made specifically for ground level (for all doors and small windows atleast)

Where possible, i tried to use textures not allways for what i intended them (like roofs on the sheds) Also the solar panels are a single 1/3 of the main large window texture, adapted so that the window is stretched on them...

Aside that, i only use one single concrete floor texture, which i use for pretty much ALL up-facing surfaces and for vertical concrete bars aswell. The building to the left makes it very obvious, that concrete on the sides and top, is the same texture map (in box map) i did this to keep scale correct as much as possible.

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Iggi-Ink [2009-01-25 22:42:17 +0000 UTC]

i think i actually like the darker windows. Most skyscrapers have a tinted feel for blocking sunlight some. And the faked reflections look believable.

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eRe4s3r In reply to Iggi-Ink [2009-01-25 22:45:06 +0000 UTC]

Yeah, im really happy with this now, for the moment however i haven't got a clue how to continue, roads and stuff sound nice, but that would imply i know what i want to do...

Probably will leave this as is.. and go to the next project ,p

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