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Old March 8th, 2011, 07:57 PM   #1
pingyao
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Detailed City project

Another year, another project. Sta Fee is on hold, I've lost a lot of my motivation for it and fancied a change. I've been playing around with a much more detailed city (and obviously much smaller), but I want to really focus on quality rather than quantity and also concentrate on individual buildings and architecture rather than town planning.

So I introduce the beginnings of an un-named city. At present it comprises just a single building and a few street furniture details, but eventually I plan a number of detailed blocks. It has fully textured roads and paving, plus some reasonably decent trees. It will also have vehicles and street furniture. I'm still using textures, although they will be high res as opposed to Sta Fee's that were definitely not high res (one of the major gripes with that city). The buildings will also have more detailed.

The overall effect I'm hoping to get is a more lived in city. I want it to be grimey and unperfect. New York is the main inspiration here and I'm using a lot of my own photos from my visit last year for inspiration.

Anyway thats all to come, there ain't much yet. This is also going to be a much slower project than previous. Don't expect many updates, I even debated starting this thread, but thought it good to share my ideas. Comments as always very welcome.



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Old March 8th, 2011, 08:28 PM   #2
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great announcement, pingyao! can't wait until some more blocks are done, but it's a good thing if you don't rush with it, of course

anyways, good luck with it
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Old March 8th, 2011, 10:21 PM   #3
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Can't wait to see more either Hope its going to look good
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Old March 9th, 2011, 07:12 PM   #4
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Thank you guys.

Some more renders from a few weeks back.



I have begun creating my own tiled textures - crucial when dealing with high res imagery. The brickwork shows how close I can now get to the model. I'm hoping most of the renders will be from a street level perspective, so proximity of textures requires a high level of detail. Sta Fee on the other hand was completely the opposite with frustrating post pro work to mask ugly textures on the facades in particular and a very dodgy ground texture. With this city the roads will be made in sections again to a high level of detail avoiding such issues.



Detail of low rise comercial building to become an auto repair business.

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Old March 9th, 2011, 07:57 PM   #5
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looking brilliant so far
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Old March 11th, 2011, 02:32 PM   #6
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Thank you Ying

A test render with palm trees. I said previously it would be inspired by New York, although I'm now thinking more tropical in nature (palm trees are less render heavy that good old deciduous trees.)



Mass produced public seating!

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Old March 11th, 2011, 02:36 PM   #7
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looks nice
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Old March 11th, 2011, 03:38 PM   #8
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Looking good. But you know, it can b a new york style but still tropical?
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Old March 11th, 2011, 04:27 PM   #9
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The idea is awsome, I thing the most important thing here is the motivation. If you feel that you'r not gonna leave it, just go ahead.
We already know your talent, so the expectation is evident. Let me tell you that the high-rise is the weaker point of your renders, imo obviously. I mean, the orange tiles and the red glassed balcony ... I don't know.

PD: Try to model some old Art-decó buildings or racionalist ones.
Good luck with this!
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Old March 12th, 2011, 09:01 PM   #10
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thanks chaps. JMB & Co appreciate to comments on the highrise. It was originally a test build that I have inserted - I think I will probably keep it and once further buildings appear it should blend and settle in well. Art deco architecture in the pipeline!

Some more test renders of the palm trees (tree models credited to http://www.exchange3d.com & http://www.flyingarchitecture.com) I hate modelling trees! A cheat I know, but it means it frees me up to model the city architecture and infrastructure.



A bit more detail added to the apartment block entrance

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Last edited by pingyao; March 12th, 2011 at 09:08 PM.
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Old March 14th, 2011, 04:48 PM   #11
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So I have now begun modelling a traffic light. This is directly based of NYC traffic light details. First render shows the basic post and arm detail.



Detail showing the 'walk/dont walk' signs housing and connection to the post

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Old March 14th, 2011, 05:04 PM   #12
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wow pingyao, once again, you're the king of our 3D forum!

one thing though. this thing looks very high-poly, are you sure that it won't crash even your computer once you place more of them?
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Old March 14th, 2011, 10:49 PM   #13
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Thanks Dubai. It is pretty high poly. I'll be using instances a lot for the street furniture to hopefully avoid crashes. Usually its the textures which cause memory errors, so fingers crossed I can get away with them.
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Old March 14th, 2011, 11:01 PM   #14
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Wait. Didn't you get a new computer not so long ago?
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Old March 14th, 2011, 11:03 PM   #15
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yeah he has a new computer, but even the strongest one can crash, you know. but i am optimistic as long as pingyo is optimistic, too
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Old March 15th, 2011, 12:50 AM   #16
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Its not so much the PC, its cinema4D's own memory that seems to cause problems. Yeah my PC throws polys around like they ain't even there - i'm not worried about that.
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Old March 16th, 2011, 04:26 PM   #17
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Ped 'walk/dont walk' sign completed.



The basic traffic light is now done. Each set of traffic lights will have interchangable road name signs which will correlate to the actual street map.

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Old March 16th, 2011, 06:48 PM   #18
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Ohh Pingyao. This is so incredible! I love how you made them btw. If it turns out to become a problem. If you use sketchup you can make them a group and then lock them after you have placed them But i guess you knew that already?
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Old March 16th, 2011, 08:24 PM   #19
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he uses cinema 4D which is a professional software and features far better tools for sure
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Old March 16th, 2011, 08:31 PM   #20
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Ohh alright then
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