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  #1  
Old Posted Jan 26, 2015, 4:52 PM
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russo maluco no topo de um prédio
















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  #2  
Old Posted Feb 1, 2015, 5:14 PM
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Amazing renders, perfect lights! Only the water texture pattern gives it away in the first pic.
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  #3  
Old Posted Feb 4, 2015, 6:32 PM
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\m/ up the irons \m/
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  #4  
Old Posted Feb 6, 2015, 2:52 AM
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Quote:
Originally Posted by Evergrey View Post
\m/ up the irons \m/
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it´s my nickname at SSC you know...
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Old Posted Feb 7, 2015, 7:45 PM
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First I thought the building was textured, but then when I saw the view looking upwards from the ground, I realized that the windows and the curtains behind them were modeled. How did you do it? The curtains and their positions seem pretty random, but I'm guessing you didn't model every curtain individually, did you?

Great job with the surroundings! A building looks a lot more compelling, when it has an realistic looking backround. The city looks interesting on its own right.
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Old Posted Feb 8, 2015, 10:05 PM
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They are textured. The glass with curtains behind is a layered material with made with a black/white opacity map which determines what material appears where. So a glass material shows only in a part of it, the metal in another, etc. It also has a bump texture.

The curtains are another texture. I simply created in Sketchup a matrix of X x Y components then used a random selector to make components unique and change their shape (so i had curtains with different heights)

Having that matrix I made a screenshot and at a paint program I extracted the background and made it transparent.

Then I applied this texture to big planes the same shape as the facades but a few centimeters behind it. It DOES repeat horizontally about every 15 windows and vertically every 25 i think.

I can show the textures and secrets next Thursday. I am at the beach right now using my tablet and with limited internet access. Wednesday I return to my city apartment
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Old Posted Feb 18, 2015, 1:30 PM
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image for the bump


image deciding where it will be glass


image showing texture applied to façade face... notice that I only applied the black and white texture for proportion and location. In the render program, this black and white texture is used for bumpmap only...


wireframe model shows the geometry is very simple... the whole façades are single polygons... most "complex" geometry are the floor slabs, because of the quantity


removed a single polygon, to show how simple are the window façades.


and behind the window façade planes, with an offset of some 10 centimeters, there is another plane textured with the curtains (a png with transparency)
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Old Posted Feb 21, 2015, 7:46 PM
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Thanks for the info, Trantor! Seems like a very useful technique. I'll have commit that to my memory.
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