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Old 01-27-2009, 09:04 AM   #51 (permalink)
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Siyu, I can't quite tell what's going on at the top there, if that's decoration on the column or part of a connector or what. Can I get a side view, please?
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Old 02-16-2009, 04:30 AM   #52 (permalink)
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Miriel did end up getting that sideview, so my columns are all set and beautiful. Today I tackled a problem that's been bothering me. I realized I was being too stuck to a certain design and I was foiling myself in what I wanted, so I made a sort of breakthrough and finally solidified my plan for the store itself.

Using the sculpts Miriel provided, my lovely lovely columns, arches, stone wall bits, vaulted ceiling, I was able to put together a multi level grand temple-like building, the sort I adore of course



I added a sort of open walk, and I'm thinking of adding statues along the top a la the Roman baths. Inside I want a sort of barrel vaulted ceiling. That would be where all the store walls would be, and probably give me plenty of space. I have space to expand underneath the building too, I have room under the floor for sort of catacombs and maybe even a secret entrance to the Arab market from there!



I added a nice sort of out door lounge area, because the view will be beautiful. Ignore the cheap alpha railings, they'll be prim when it's all set but I haven't settled on a design yet
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File Type: jpg Model Store 1.jpg (185.3 KB, 113 views)
File Type: jpg Model Store 2.jpg (254.1 KB, 114 views)
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Old 02-16-2009, 06:10 AM   #53 (permalink)
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Oh, wow. I like it a lot. Those look so much better now that they're part of a building and not just brightly colored plywood floating around.

Do you need me to adjust those column decorations? I see they're cutting into the arches a bit.
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Old 02-26-2009, 01:08 PM   #54 (permalink)
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Some concept art and screenshots from Star Wars.




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Old 02-27-2009, 01:31 AM   #55 (permalink)
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Wow, great find. Thank you Jo. I really love that last one, off of the cliff with the waterfalls, and the whole style looks a lot like what I'm aiming for, with a different palette

Working out kinks with the new event hall, found a nice balance of size and grandeur without having to shout to hear across the area...


Plus, playing with the buttresses Miriel made me resulted in a pretty cool, if pointy, bridge. Time will have to tell if it will work as well in a large version, I might remake it with smaller, thinner structures but with many more layers.
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File Type: jpg Island Event Hall.jpg (150.4 KB, 83 views)
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Old 02-27-2009, 02:46 AM   #56 (permalink)
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I'd missed this thread before.

Wow, just... Wow
I'm really looking forward to seeing the full scale build
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Old 03-12-2009, 10:31 PM   #57 (permalink)
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I sunk my teeth into the Arab market. It was looking very sad and neglected, just being a collection of boxes with textures on them. So I started figuring out textures and combinations of them, while trying to keep efficiency in mind and reusing as many as possible. Still working on the plaster texture and still working on other elements, but I'm really liking how it's shaping up



I also touched up the plaza a bit, and you can see that I finished off the top of the store building and built it into the cliff. The interior still needs work, which is why you can see black through it, but I'm shaping each place as I feel inspired. It's so wonderful to be able to take my sweet time about it all, I feel I can really enrich the place with attention to detail.

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File Type: jpg Store and Cliffside.jpg (312.2 KB, 65 views)
File Type: jpg Arab Market 1.jpg (163.5 KB, 65 views)
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Old 03-12-2009, 11:40 PM   #58 (permalink)
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Yay! It's looking good so far. I briefly thought the first picture had been taken outside of SL.
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Old 03-16-2009, 12:56 AM   #59 (permalink)
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I was having trouble getting a collection of textures that I was really happy with on my own, and so today I paid a visit to 3D Concepts and bought a couple of Marlin texture packs. After some butchering and modifications I got a beautiful palette of colors and effects. I'm not 100% happy with everything but I feel like it's really starting to take on some character. It may not be as dirty as the other textures but it feels warm and I might still change things.





I also realized it's been quite a long time since I did a bird's eye view of the model so you can see how the layout has changed/mutated/evolved



One of the reasons for that is you can see I completely tore open the residential towers. I didn't want you guys to see just a gaping hole and then realized why the hell not, you guys know it's not done I should just get over it
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File Type: jpg Arab Market 2.jpg (269.4 KB, 38 views)
File Type: jpg Arab Market 3.jpg (263.9 KB, 38 views)
File Type: jpg Sim Model Overhead.jpg (106.3 KB, 38 views)

Last edited by Siyu Suen; 03-16-2009 at 01:02 AM.
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Old 03-16-2009, 01:11 AM   #60 (permalink)
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the textures look good, its all a bit "flat" looking, but I think once you've added building shadows, and texture lighting it should be very vivid
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Old 03-16-2009, 01:18 AM   #61 (permalink)
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I might have to sacrifice some beauty for the sake of efficiency when it comes to shadows, I'm trying to keep the amount of unique textures I use on the sim to as few as possible. So far I have 6-8 unique textures for the marketplace alone, which doesn't seem like much but they're all 512's. If I do shadows I would probably do low rez black shadow prims and just lay them over my current buildings, but then I would be locked in to a certain time of day.

Sooo.... I will probably add more darkness around the corners of everything and play with shading, but I think things will still look pretty flat, sadly. That is.. until viewer shadows
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Old 03-16-2009, 07:01 AM   #62 (permalink)
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Viewer shadows will be cool... at least once I have a computer that can manage them.

Not being familiar with building on that scale and using models ... Do you just, I don't know, size up the models to make the final buildings? Or will you have to build those fresh, with the models as a guide?
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Old 03-16-2009, 01:02 PM   #63 (permalink)
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I'll be starting completely over, using the model as a guide. As I've been building the model I've been solving problems like roofs and layouts and making sculpts, textures etc. Once I know exactly what I need to do for each building, making it again in a larger version will be an absolute snap. I even have texture settings to guide me. It'll also assure that there aren't any stray faces where I forgot to change a texture from an earlier version. Plus, everything will be able to be built on the grid, so walls will line up better as will floors, etc.
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Old 03-16-2009, 01:04 PM   #64 (permalink)
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Amazing work, Siyu.
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