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Small City
Thanks for all your comments. It does look small at the moment. I plan to make it larger. The highway does look large. I might need to find another texture(6 lane) If anyone can find a 6 lane highway texture then please do post it here, it would help a lot. As for the close ups, I am having some troble importing into GMax for the camera object to get the close ups.
Regards, Simulator ![]() Back from the dead. lol. Ages since I've been here. |
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Small City
first off, if you have gmax, I highly suggest you use that to build with, as the interface and power are about 30 times as good as zmodeler's... unless gmax's export filter doesn't let you save as something you can import into zmodeler, then I can understand...
but either way, and zmodeler will really become a pain at this, from my experience, you need to have some sort of scale to your project. either make all zmodeler units, if it even shows you units, as 1 inch in real life units, or something like that. This will greatly help eliminate junk like semi trucks clipping though bridges, traffic lights, and other overhead objects, and will let the objects seem more realistic without much effort. I can give you a few hints on measurements of stuff right off here.... like a train track's rails are 4 feet, 8.5 inches apart. The typical traffic light is 14 feet high. The typical semi truck usually isn't taller than 12 feet. Most are around 10 feet tall. the average house's ceiling height is 8 feet high. the average small-floor building's stories are 10 feet, 5 inches high the average door is 32 inches wide, and 6' 8" tall street signs are generally placed 8, 10, or 12 feet off the ground. common street sign dimensions: One Way arrow sign: 12x32" Yield Sign: 36" x 36" Stop Sign: 36" x 36" or 30"x30" Speed limit sign: 30"x36" advisory sign speed indicators: 18"x18" regular sign measurements: 6, 12, 18, 24, 28, 30, 36" the average street light is around 24' to 30' tall the very tall, 10- or 12-light circular light arrangements are usually about 90 feet tall billboards usually stand at 20 to 26' tall the typical large-car length is usually rounded to 220" the typical comfortable driving lane is usually 110", or 9' 4" the typical smallest lot size for a house is around 1200 square feet. hope this stuff helps, it's helped me quite a bit in my city stuff ![]()
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Small City
Thanks again for all your comments. I have exported and then imported into GMax for the close ups.
Thanks multimediaman. At the moment I am just modeling. I was thinking of putting it into racer, not going to. But I might. Changed the highway, it is now 8 lanes (each lane equal to 1 lane on normal road.) Signs are still at the lower end of the priorities. Thanks again multimediaman, I'll consider those mesurements. I am using ZModeler because the interface is easier than GMax(My Opinion) I have used GMax but I would just need to get used to it again. Anyway, the pink around the trees and the fence on the bridge is transparent in ZModeler(Don't know how to do that it GMax, can anyone help?) Regards, Simulator ![]() Back from the dead. lol. Ages since I've been here. |
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Small City
Hi-Res 3 Lane Road Texture
http://www.absolutetextures.com/road026.jpg Maybe you can add a separate textured poly row for the middle stripe, then you won't have that inaccuracy problem...Well, the rest looks very good. |
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Small City
to get your images showing up properly in gmax, assuming your trees are just single textures with an alpha channel, go into the material editor (you might have to use the eyedropper tool to get the material from the trees into the active slot first).
in the material, the shader has some maps, a diffuse map and opacity map are really the only things you have to pay attention to at the moment. your tree's texture is going to be in the diffuse map slot... click and drag the M next to the diffuse slot, or the texture name, depending on where you're looking in the material editor, and drag it to the opacity map and choose instance on the window that comes up. This will reference the same image so it doesn't have to load the same image twice, and also makes it easier in case you change the tree texture to a different file later on. then click the M, or the texture file name, and the material editor window changes to show the map properties. There is a section in there having to do with the alpha channel, just make sure it's getting the alpha from the images alpha, as opposed to rgb intensity or whatever the default is. ![]()
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Small City
Thanks Redstar. I have done a very short camera animation in GMax and intend to expand it when I finsh the city. I may even put cars in it.
Here are a few more progress shots. I have started on a hill and look out which will lead to a beach. regards, Simulator ![]() Back from the dead. lol. Ages since I've been here. |
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Small City
nice man!!!
hock: we also need such good mapper li you for our current Project; Mountain Village. Perhaps you look on our board at www.gta-action.com Sorry for my bad english but my mothertongue is german! :wink: |