TT Brutal Apartments (Update)
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- actemendes
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TT Brutal Apartments (Update)
Huh, hello again!
I present to you my work. Residential house of TT level, for now. However, its darkness is more suitable for the T level.
Let's I am arrange a poll for 3 days?
The design is based on me. I used textures of real buildings, I advise it to everyone. Cars, roof and trees taken from the lobby version of the game.
P.S.: I thinking that ТT level requires more roomy buildings
[Update]
Lobby edition Before PLUG-IN file added in the game
I present to you my work. Residential house of TT level, for now. However, its darkness is more suitable for the T level.
Let's I am arrange a poll for 3 days?
The design is based on me. I used textures of real buildings, I advise it to everyone. Cars, roof and trees taken from the lobby version of the game.
P.S.: I thinking that ТT level requires more roomy buildings
[Update]
Lobby edition Before PLUG-IN file added in the game
Last edited by actemendes on 03 Aug 2017, 07:06, edited 5 times in total.
- mdk_813
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Re: Brutal Apartments
Very nice building!
It's cool to see you create new plugins.
I'm not sure which level would fit best, though.
The building looks a bit dilapidated, so that would mean level 1. But at the same time its architecture seems too fancy for level 1.
It's cool to see you create new plugins.
I'm not sure which level would fit best, though.
The building looks a bit dilapidated, so that would mean level 1. But at the same time its architecture seems too fancy for level 1.
- mdk_813
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Re: Brutal Apartments
I have some questions about your recommendation to use real-life textures, because it really sounds promising.
I assume you used these on the concrete-parts of this building, correct?
So, how did you do that exactly? Did you take a larger image with a texture and transform that to the correct size so that it turns pixely? Did you use any specific blend modes?
I assume you used these on the concrete-parts of this building, correct?
So, how did you do that exactly? Did you take a larger image with a texture and transform that to the correct size so that it turns pixely? Did you use any specific blend modes?
- Bearbear76
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Re: Brutal Apartments
Молодец!
- Mg3094066
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Re: Brutal Apartments
The download has not yet finished. But the .rar compression mode is not supported for mobile so it would be fine if you changed it to .zip
- Skyhunter117
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Re: Brutal Apartments
OMG! He's back!
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- actemendes
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Re: TT Brutal Apartments (fixed)
Всем "русичам" привет и спасибо.
If you have any questions, I'm ready to answer them.
- I take images of any buildings, the material of which I like. I personally copy the photo into the program, then I copy the necessary site from the building and apply it under my sketch.Of course, I reduce it, but in this matter it's important to know the measure. After I draw the details.
If you have any questions, I'm ready to answer them.
- mdk_813
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Re: TT Brutal Apartments (fixed)
Thank you for the detailed explanation!actemendes wrote: ↑28 Jul 2017, 10:02Всем "русичам" привет и спасибо.
Of course, this is not all that helps to achieve the effect of reality. However, I can create a whole tutorial with some tips for beginners.
- I take images of any buildings, the material of which I like.
RB1.PNG
I personally copy the photo into the program, then I copy the necessary site from the building and apply it under my sketch.Of course, I reduce it, but in this matter it's important to know the measure.
RB2.PNG
After I draw the details.
RB3.PNG
If you have any questions, I'm ready to answer them.
This is a cool idea.
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Re: TT Brutal Apartments (fixed)
First of all, I think it's a good work
Where does this light come from? I would add a bit more details to the front facade, as it currently looks a bit plane.
As it's intended to be a level 2 building I would lighten it up a bit: The animations on the roof can be modelled via animation, you could just add something like
to your code.
I recommend to not set a inhabitant count manually for residential buildings, so it's consistent with other, similar sized buildings.
One last thing: the floor height on the left differs from the floor height on the right side. That's totally fine for most purposes, but let's say we want to split the building up into base, middle part and top so we can generate the same building with different heights. In this case it's favorable to have a seamlessly repeatable middle part.
Where does this light come from? I would add a bit more details to the front facade, as it currently looks a bit plane.
As it's intended to be a level 2 building I would lighten it up a bit: The animations on the roof can be modelled via animation, you could just add something like
Code: Select all
"animation":[
{"id":"$animationblinkingredlight3x3","x":41,"y":-283}
],
I recommend to not set a inhabitant count manually for residential buildings, so it's consistent with other, similar sized buildings.
One last thing: the floor height on the left differs from the floor height on the right side. That's totally fine for most purposes, but let's say we want to split the building up into base, middle part and top so we can generate the same building with different heights. In this case it's favorable to have a seamlessly repeatable middle part.
- actemendes
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Re: TT Brutal Apartments (fixed)
Thank you again. It's looks more brighter and more PrettierLobby wrote: ↑31 Jul 2017, 23:56First of all, I think it's a good work
Where does this light come from?
strange_light.png
I would add a bit more details to the front facade, as it currently looks a bit plane.
As it's intended to be a level 2 building I would lighten it up a bit:
res2.png
The animations on the roof can be modelled via animation, you could just add something liketo your code.Code: Select all
"animation":[ {"id":"$animationblinkingredlight3x3","x":41,"y":-283} ],
I recommend to not set a inhabitant count manually for residential buildings, so it's consistent with other, similar sized buildings.
One last thing: ...
- Bearbear76
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Re: TT Brutal Apartments (Update)
I think if the windows look more theotown-ish then it will be perfect
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Re: TT Brutal Apartments (Update)
Thanks. About the windows, maybe a bit less saturation?
Here is how the generation of generic height works for this building:
Plugin-wise you can load the three parts as animations and use them then in your residential plugins (one for each height). To find the right coordinates is some work, though.- Hadestia
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Re: TT Brutal Apartments (fixed)
actemendes wrote: ↑28 Jul 2017, 10:02Всем "русичам" привет и спасибо.
Of course, this is not all that helps to achieve the effect of reality. However, I can create a whole tutorial with some tips for beginners.
- I take images of any buildings, the material of which I like.
RB1.PNG
I personally copy the photo into the program, then I copy the necessary site from the building and apply it under my sketch.Of course, I reduce it, but in this matter it's important to know the measure.
RB2.PNG
After I draw the details.
RB3.PNG
If you have any questions, I'm ready to answer them.
we are the same of doing of plud ins
Re: TT Brutal Apartments (Update)
Amazing thanks
Re: TT Brutal Apartments (Update)
What kind of software do you use?