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MarketPlace Showcase F.A.Q (Last Updated: 2025 Feb 05 12:55 pm)
thanks guys :) Clint,yes it is using the firefly renderer in P5, P4 & PP have a terrible time at rendering decent shadows in such a large scene. xoconostle ...it should be at Daz early next month,beta testing is nearly done but I have another big sci-fi environment to release first(getting a bit of a backlog here,lol) Cheers Stefan
It's difficult to know what to say about this one. I can think of a lot of superlatives.......
I have city scenes in my collection. Looks like this one is going to have to be added to the rest.
Definitely.
Stonemason -- you continue to surpass yourself. What the ancient stonemason guildmasters did in stone, you do in 3D.
"Does it use displacement map to add details?" nope,it doesn't even use bump maps ..with 70 odd texture maps I decided bumps would be overkill,and you dont even notice they aren't there ;) "I'm sorry, I thought you just said 55K poly? Excellent job. This would even work in P5 without killing the machine:)" you'd be surpised how light it is to use.some of my beta testers have said the same thing :)..also with the ability to turn off whole blocks that aren't in view it should be no trouble at all on lower end sytems. Stefan
nope,it doesn't even use bump maps ..with 70 odd texture maps I decided bumps would be overkill,and you dont even notice they aren't there ;) I have to wonder, though. Wouldn't a little displacement make a huge difference if you were rendering some of those brick walls up close? Actually, that is something that would be easy enough for the user to do (and adding bumps or displacements to the whole scene would probably be suicidal for render times:) eric
I would be quite reluctant on how much the item should be sold for. Don't know how much work went into it. I can say one thing, though, and I rarely find fault in your work: I'd be willing to pay more if there were more/different textures (so that it wasn't AS obvioius the same one is being used in various places in the model).
that would surely be a huge undertaking..the new texture mapping... but it would be cool to have a newer looking tex..like when the buildings were fairly new.. then the urban blight looking textures.... and even some street textures with potholes, cracks and stuff... if you go to most blighted cities, the streeets haven't been repaired in a long time.
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
Terrific work, Stefan! I agree with Hualong - the ability to turn off the streetlamps (and telegraph poles) would make the set much more versatile and allow it to be used to represent a decaying inner city from early 20th to near future settings. Also, it would be useful to be able to turn off particular buildings, creating a vacant plot. That way end users who require a particular building for their renders (eg, a police station) could just drop it into the vacant plot.
mamba-negra ..it would just be overkill to add bumps & like you say if the end user wants it they can convert the diffuse textures to bumps or displacemnet. "(so that it wasn't AS obvious the same one is being used in various places in the model)." I do agree Chuck,the trouble is on a scene of this scale getting variety in the textures without going over the budget is near impossible.basically I had to draw the line somewhere :(.as I said there are 72 seperate texture maps. maybe another set of textures alltogether would be better,..trouble is I dont do clean & pristine all that well,lol. Huolong,the street lihgts are in there own material group(as are the lights inside them)..the best you could do would be to set them all to full transparency. MarkDC..yeah polycount & efficient modelling is always something I take care with,there's no point making someting if noone can comfortably use it. :) DanR..I have been thinking about having an add on pack of different buildings,however the construction of this model is such that removing a building would leave a hole in the mesh.(.there is no mesh under the buildings because they aren't seen,so no point modelling what isn't seen.)...so any add on buildings would have to be on the edges of 'town'..having said that,there actually is a vacant lot in this model ...also last week I was sketching out an idea for a vacant lot model,lots of rusting cars,trash etc..this will be a seperate model than 'Urban sprawl'..but I'm open to ideas of what you'd like to see in it. Cheers Stefan
Stefan: I'm clueless when it comes to modeling, so the answer to this may be obvious to some.....can you hide the individual buildings? If not, do they each have material groups (like the lights) so you could set them to full transparency? Either way, you could then add other stuff I suppose. To me.....it looks great just the way it is :)
"...trouble is I dont do clean & pristine all that well,lol" Well, that's fine with ME! Not looking for pristine at all...just a variety of grunge and decay. How about this: "Urban Sprawl" model at DAZ "publisher" area. THEN, 2 Platinum offerings that are a set of Mats that compliment the basic model. Each of the 2 PC texture sets just provide a series of Mats that change, say, 10-15 building textures to something differnt than any texture in the basic model. ducks and runs for cover
I ike the rusting cars and trash idea... I've been looking for old cars for some time... That would be a project onto itself, I would think..sa bunch of old beat up rusted cars, busted windows...rust, dented, etc etc.... torn up convertible tops..hoods up and bent...yikes...
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
Once again: amazing.
I wonder how many Poser people will end up living out their brief virtual lives in this city?
You know.....the only problem with this type of scene lies in creating a "crowded city" effect -- lots of people on the sidewalks, heavy traffic on the roads -- all of the effects of a busy downtown area.
I wonder if we can dream up some ways to do that?
100's of low res figures? Add crowds/vehicles into the scene via Photoshop? AZL's crowd kit?
Hmmmm........
alphas would be ideal for that XENO..single poly people (& dogs & stray cats ) ;) is the AZL kit alpha based?
AZL's crowd kit is based upon images textured onto flat-plane transparencies. So, rather than 100's of indivdual objects/figures, you can have just a few simple flat objects, with images textured onto them.
I haven't tried it in this type of scene, so I am not sure about what the results would be.
I've seen a low-res human figure set somewhere.....I don't recall if it was in the MP here at Rendo. The set might be alpha-based, if I can find it.
It's getting rather late here, so I'll probably look for something like that tomorrow. In the meantime, perhaps someone else has a suggestion?
I would love to be able to produce crowds / traffic / animals for this scene: perhaps as background, with 2 or 3 Mil figures in the foreground, having a conversation with each other. Or talking on cell phones. Or attempting to hide from someone that's looking for them.
Or wherever the storyline goes.
If this can be done without overloading the system resources. I use Vue Pro (soon Vue Infinite) for rendering.....I think that Vue will handle the task of rendering such complex scenes better than P5 could.
Mardi Gras scenes? Panic in the city scenes? Parades? Military battles in an urban environment? Riots?
I can think of lots of possibilities.
Attached Link: http://www.baument.com/
there were lo res models at this spot... plus tons of free stuff... and tons of others.. check out Rust Rubble Ruin.. all the sets are now on one cd..they've been that way for awhile, but Ed keeps adding more to the CD ... :)
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
Thanks, Dave-So! That is exactly the set that I was thinking about. I recalled seeing it -- but could not remember who had made it.
Attached Link: http://www.baument.com/CDPreviews/meshes8/Index.html
YES! Ready to buy it- and my interest too is more in the older 20's-30's-40's look (with Coca Cola Billboards, etc.) and 30's cars. Baument has a great set of buildings to compliment this Stonemason set- all from the 20's-40's era- (see link)... The other obvious set is using selected Dystopia blocks to add a nice retro Modern City backdrop of office buildings. The Stonemason set and these other all compliment each other very nicely. EXACTLY what I was looking for...a question that is sorta off from the thread, but when you use large blocks such as what this appears to be, and couple with Ed Baumgartens's buildings, Dystopia, etc..isn't that getting to be a bit unwieldy for Poser? or do you guys export into another program ? I know Stefan was having a bit of trouble getting a decent camera move in the large environment, as was I. Its a long way to the last block in Poser units. OI can't even remember the way to do it now...must be late..brain shutoff.. Stefan, do you remember that thread at DAZ about moving the camera large distances????
Humankind has not
woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound
together.
All things connect......Chief Seattle,
1854
"a question that is sorta off from the thread, but when you use large blocks such as what this appears to be, and couple with Ed Baumgartens's buildings, Dystopia, etc..isn't that getting to be a bit unwieldy for Poser?" by my quick calculation the polycount of having my set with everything in view & two Dystopia blocks would still be less than a nekkid Viki...havent seen any wires of Baumgartens's work but I'd say they'd be low poly too. & I agree they would fit in perfectly :) as for camera's,I've included ten camera presets to give you some views of the city, my main issue in using Poser 4 & Pro pack is getting decent shadows..even after tweaking the shadow cams the scale of it all makes a crisp clear shadow impossible. all my renders for this environment are done in Poser5. Cheers Stefan
Attached Link: http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=2074539
*or do you guys export into another program ?*In my case, Vue 4 Pro.
I've dicussed this at some length in another thread.
Add this city scene, Dystopia, 2 or 3 mil figures, vehicles, on and on......pretty soon, you are talking real problems for Poser.
You might want to look at this link, too:
http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=2074379
Of course, your computer's individual specs have an enormous bearing on rendering issues, also.
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