Jump to content

New mixed development


warprat
 Share

Recommended Posts

Hello again! I have started a new job doing a mixed delopment project. To start of with I have to get the base buildings up. Then we are going to be putting in some retail architecture.

 

So I Need some help with building the buildings I usually do interior jobs and very rarely do exterior jobs, well not this big anyways. In real life it's suppose to be 1Km long! here I have some images of the model of the buildings, just for everybody to see what the area looks like and a bit of detail of the buildings. This is going to take some time so bear with me here, I will send in some of my renders after this for commenting.

Link to comment
Share on other sites

Make sure you get good drawings from the architects. Ask them to give you all the information before you quote! Write in contingency for design changes, on this scale they are a nightmare.

Modelling-wise, for repetetive floors use proxy objects, unless you have a super kick-ass graphics card.

Link to comment
Share on other sites

Thank you all, This just get sme even more exited about the job. It is my first big one.

 

Tommy, I will make a point to the architects to give me more. they gave me 1 layout and 1 elevation I dunno haven't gotten far with just that. What do you mean by proxy objects?

 

Strat, I agree quite a lot of repartition.

 

Timothy, Well yes I am very exited with this project just had to put it in wip for all to see, and for my own reference too, to see my own progress.

 

For this job what I am really going to looking at is the first 2 floors where all the retail outles are. as you will be able to see, The facades are very simple and flat, so our job is to put some spazazz on to it give it more of highstreet feel. The upper half of the building are practically irrelavant, but I just have to put the whole thing up I just have to, The onlly thing There might be less detail In the upper half of the buildings. Right, here I have got my first block up. Named Block B3, It's still a bit simple untextured just plain. this is what I will post to start of with untill I get the designs for what sort of retail architecture we are going to be putting in, and I am the only one doing the visuals huuuuuuuu hehehe.

 

At this stage I do need some help on how I would make these buildings As for the windows and little details here and there. I have managed to figure to split the building into sections as for this first one I have devided it in to three sections and well I noticed most of the buildings will be devided into 3 sections. well The first are just simple boxes just for study, then Block B3.Right then Untill the next one cheers all C&C welcome any kind of help at all would be good at the moment. Again thank you all...........

 

Cheers

Link to comment
Share on other sites

  • 1 month later...

Sorry I haven't been able to post lately. did'nt have much time to do anything! on this one.Although, I have gotten through to the third building still working on it though. seems like a long way to go yet. Stay with me.

Link to comment
Share on other sites

  • 3 weeks later...
Hi, just wondering how you got on with the project? It seemed like quite a big one.

Well I a still working on it, among other things at the office. See it's not it's time yet so the team is focusing more on initial sketches, and layout and stuff. But I do get around to it. Hoping to seee the finished product myself really want to do it good, plus the architects are so stingy with their plans. Anyways thank you for asking I will try to keep progress coming in.

 

"Modelling-wise, for repetetive floors use proxy objects, unless you have a super kick-ass graphics card."

 

By the by what did you mean by proxy objects?

 

Cheers.

Link to comment
Share on other sites

Hi,

If you have highly detailed models for each floor, the polycount in the viewport can slow your workflow and crash the machine because the polycount becomes too much for the graphics card to handle. So there are a couple of ways round this. As long as they are going to be copies of each other, you can use a placeholder in the scene. A proxy is something in the scene which is a reference to another model. The simplest way is either a vray proxy object (if you are using vray) or to use an x-ref. It just cuts down on processing whilst working. It does not speed rendering as the polys still have to be calculated in the render engine. Vey useful on large scenes.

Good luck.

Link to comment
Share on other sites

Hmmmm I think I understand, In lightwave its instancing hmmm.Thank you tommy.

 

By the way Im back on track with the project, my boss just handed me all the elevation sketches of the design and I should be on my way. huhuhuhu.....

so you guys should be able to see more updates after this.

 

Cheers

Link to comment
Share on other sites

Hey, never looked at this thread before now but the renders you posted on May 24 reminded me of something I did a while back for figuring out city daylighting, that might be helpful for you. Does Lightwave have a Greeble plugin like Max's that can generate the geometry at render time only? That works with a texture randomizer that operates on the original polygons of the thing being greebled? If it does you can fill in a vast expanse of unmodeled city - here's what I did. Make two polymodels, one being a generic sized block's sidewalk footprint and the second being planar, placed on top of the sidewalk and with the block lines of a generic block in its mesh lines. The second one gets the greebles, which are set to a range representing reasonable building heights, and the texture randomizer, which has different types of building walls mapped...

 

And now I've got to go because this Starbucks is closing and my DSL is still down. I can tell you more later but you get the idea. Repeat the block construction as necessary.

Link to comment
Share on other sites

halop dude!!

its kind a while ive didnt see your prgress la...but it seems your office give you a big headache la dude by giving you this job ..its a big project with a alot of detail to concentrate to...but my advice aa is to divide to a certain stages so that you can manage to concentrate with every single detail that you required to come out with...for exp.chakol have done a project similar to this , but not this big la..and the thing is he manage divide it into for instance main building,right wing,left wing and so he manage to solve his problems of too many layer and files...

ok la dude ...hope to see your upcoming progress la good luck la dude..

chaloo brader cantek ok chaloo!!...chantek!! brader!!

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...