Coming Soon™ Collective3d Neighborhood! [COMMERCIAL]

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Comments

  • PetercatPetercat Posts: 2,324
    Petercat said:

    Yeah, got a problem. The houses don't meet the ground. I tried lowering the house, but even with a sliver of nullspace left the gutter cuts into the bush surround. This happens on all three blocks.

    Apologies if you've already tried this, but what happens if you use the Environment pane to set a backdrop that is solid black?

     

    I get a solid black line there.|
    Using color picker to match the concrete gives a passable result,
    but then I can't use one of my many sky photographs for a background!

  • PetercatPetercat Posts: 2,324
    Tynkere said:

    If taking suggestions, curved roads, and maybe a traffic circle?  In some older neighborhoods, they had traffic circles in lieu of 4-way stops for some reason.

    Just a thought.  : )

    --Bruce

    I believ someone already mentioned this, but I'll add my vote
    for a "Block D" with a road in the center leading to a cul-de-sac.

  • ColinFrenchColinFrench Posts: 649
    edited May 2018
    Petercat said:

    Using color picker to match the concrete gives a passable result,
    but then I can't use one of my many sky photographs for a background!

    Just edit a copy of your sky background so the bottom 3/4 or so is the concrete color. Not an ideal solution, granted, but at least a work-around that hopefully, ummm... works for you?

    @Tynkere -- great render, I think the guy with the moped is facing a losing battle! laugh Needs the IRay chrome shader for the Cuda's wheels & trim. I always update those older vehicle models with at least a chrome shader and a glass shader. Fortunately with the way Alberto Daniel Russo modelled them, it's quick and easy to do.

    Post edited by ColinFrench on
  • nicsttnicstt Posts: 11,715
    Petercat said:

    One of the very rare things that I have purchased at 30% off.
    Your stuff is fantastic, and I really appreciate the kitbash-ability
    that you build into everything you create.

    Generally speaking, I feel that if something has only one use, it's not very useful at all.

    yes

  • PetercatPetercat Posts: 2,324
    Petercat said:

    Using color picker to match the concrete gives a passable result,
    but then I can't use one of my many sky photographs for a background!

    Just edit a copy of your sky background so the bottom 3/4 or so is the concrete color. Not an ideal solution, granted, but at least a work-around that hopefully, ummm... works for you?

    Yes, that will work for now.
    But I would expect C3D to fix it, eventually, so I don't have to correct the problem every time I use the set.

  • TynkereTynkere Posts: 834
    edited May 2018

    @ColinFrench

    Thanks!  Glass & mirrors like that because nothing behind them in scene.  ; )

    About the most one of my cards will do if want to use two of them.

    @Petercat

    Good catch on that one & ColinFrench handy workaround for me.  My thanks you both.

    Meanwhile, have been having fun with doors/windows.

    Anyone had any luck with garages?  Unless missing something, don’t think garage doors are part of “Build a Room” packs.  

    Suggestions?

    thanks for reading

    --Bruce

    Test-Door-Render.png
    1462 x 1096 - 2M
    Post edited by Tynkere on
  • nonesuch00nonesuch00 Posts: 18,874
    Tynkere said:

    @ColinFrench

    Thanks!  Glass & mirrors like that because nothing behind them in scene.  ; )

    About the most one of my cards will do if want to use two of them.

    @Petercat

    Good catch on that one & ColinFrench handy workaround for me.  My thanks you both.

    Meanwhile, have been having fun with doors/windows.

    Anyone had any luck with garages?  Unless missing something, don’t think garage doors are part of “Build a Room” packs.  

    Suggestions?

    thanks for reading

    --Bruce

    Door should open in towards the house interior.

  • TynkereTynkere Posts: 834

    Door should open in towards the house interior.

    Good Call.  Something did looked odd about door.  So obvious once someone points it out.  O_o

    Probably time for its own topic if no one else messing with garage interiors & this is commercial one.

    Thanks for pointing mistake out though.  Luckily only just starting project. 

    --Bruce

  • XyetztXyetzt Posts: 27,546
    Tynkere said:

    @ColinFrench

    Thanks!  Glass & mirrors like that because nothing behind them in scene.  ; )

    About the most one of my cards will do if want to use two of them.

    @Petercat

    Good catch on that one & ColinFrench handy workaround for me.  My thanks you both.

    Meanwhile, have been having fun with doors/windows.

    Anyone had any luck with garages?  Unless missing something, don’t think garage doors are part of “Build a Room” packs.  

    Suggestions?

    thanks for reading

    --Bruce

    Door should open in towards the house interior.

    Could picture it now.  Knock knock! Someone knocks on the door.  Wack!  The door slams into the person knocking.  Owner of house asks who is there?  Person in bushes said Just me in the bushes.

  • Ron KnightsRon Knights Posts: 2,749

    The neighborhood is impressive. However I can't justify spending much money on a solely exterior set. Most of my work involves people hanging out inside. 

  • PetercatPetercat Posts: 2,324
    Tynkere said:

    @ColinFrench

    Thanks!  Glass & mirrors like that because nothing behind them in scene.  ; )

    About the most one of my cards will do if want to use two of them.

    @Petercat

    Good catch on that one & ColinFrench handy workaround for me.  My thanks you both.

    Meanwhile, have been having fun with doors/windows.

    Anyone had any luck with garages?  Unless missing something, don’t think garage doors are part of “Build a Room” packs.  

    Suggestions?

    thanks for reading

    --Bruce

    Door should open in towards the house interior.

    Some open outward, they are security doors that are difficult to kick/batter open.
    They have pins and sockets on the hinge side, so removing hinges won't work.

  • nonesuch00nonesuch00 Posts: 18,874

    Yes, when I was remembering that most doors in residential neighborhoods open inwards I was thinking that is a security risk for outsiders busting down doors and also it is a bit more difficult to pull open a door if you have to get out in an emergency. Of course one can raise their windows so...

  • TynkereTynkere Posts: 834

    Laughing.  Well outward swinging doors might give some new life to 'knock-knock' jokes. laugh

    Anyway if anyone interested...

    Garage door from  “Modern House” ; x-scale = 101.2%
    Side-Door: “Create a Room pack 3” Wall 64 or 65 -- if want swing outside or inside.  
    x-scale 113%
    y-scale 99.6%

    ------

    Front Door for house 21022 on block C:  wall 92 or 93 (rotate 180 for hardware/hinges to match & open inward.)

    -----

    To make a quick 4-way stop intersection from block C

    Block C Initial Place
    X -4607.158
    y = 0
    Z -4555.0

    Block C Second place or instance
    (to the right to make a street.)
    X = -4607.158
    Y= 0
    Z= 4555.0

    Block C third instance or place
    (to the top to make a street)

    X = 4017.842
    y = 0
    Z = -4110.0

    X rotate -180
    Z rotate -180

    Block C fourth instance or place)
    (completes 4 way stop)

    X = 4037.842
    y = 0
    z = 4535.0

    y rotate 90

    Enjoy!

    --Bruce

  • nonesuch00nonesuch00 Posts: 18,874

    thanks

  • ColinFrenchColinFrench Posts: 649

    Nice kitbashing Bruce, glad to see you found a garage door that works, and good use of those unfinished stud walls inside.

    I assume the grass is the patch from the same Create-A-Room Expansion Pack 2 ?  Too bad applying something like that over a whole neighborhood would kill most computers. Maybe some day.

  • nonesuch00nonesuch00 Posts: 18,874

    Here is a render using a section of the Neighborhood. I have to admit I really like it.

    Route 66

     

  • faisanfaisan Posts: 602

    I have a problem with this product. In the preview scene, when I load it, it's all dark and it's impossible to see every model (I have to change to hidden line view), and when I render, the image is with a few of light, seeming it's night. How can I fix this problem?

  • faisanfaisan Posts: 602
    taiuri said:

    I have a problem with this product. In the preview scene, when I load it, it's all dark and it's impossible to see every model (I have to change to hidden line view), and when I render, the image is with a few of light, seeming it's night. How can I fix this problem?

    And the problem is the product didn't come with Lights Presents. How do you fix the darkness problem?

  • faisanfaisan Posts: 602

    Here is a render using a section of the Neighborhood. I have to admit I really like it.

    Route 66

     

    How did you get to render with sunny day lights? In my render it seems it's night.

  • nonesuch00nonesuch00 Posts: 18,874
    edited April 2020
    taiuri said:

    Here is a render using a section of the Neighborhood. I have to admit I really like it.

    Route 66

     

    How did you get to render with sunny day lights? In my render it seems it's night.

    Via Sun & Sky selection & choosing the iRay renderer instead of the 3DL or openGL renderers when using products that use iRay materials. iRay aka MDL aka PBR aka PBS.

    If you look that the Environment and you'll see you can set the time zone as well as the date, time, & decimal GPS coordinates.

    Post edited by nonesuch00 on
  • nonesuch00nonesuch00 Posts: 18,874
    edited April 2020
    taiuri said:

    I have a problem with this product. In the preview scene, when I load it, it's all dark and it's impossible to see every model (I have to change to hidden line view), and when I render, the image is with a few of light, seeming it's night. How can I fix this problem?

    That's a problem I have too with that set because the characters and such you load are at (0, 0, 0) or likely very close when you pose them but then when you merge the neighborhood into the scene (0, 0, 0) happens to be right in one of the insides of the neighborhood's houses. You just choose the top level of the neighborhood and then shift it by a couple of thousand on the X and Z axis until you can see the characters outside the house/garage. It took me about 30 minutes to move the neighborhood around enough to get the characters & car in that position.

    Post edited by nonesuch00 on
  • faisanfaisan Posts: 602
    taiuri said:

    Here is a render using a section of the Neighborhood. I have to admit I really like it.

    Route 66

     

    How did you get to render with sunny day lights? In my render it seems it's night.

    Via Sun & Sky selection & choosing the iRay renderer instead of the 3DL or openGL renderers when using products that use iRay materials. iRay aka MDL aka PBR aka PBS.

    If you look that the Environment and you'll see you can set the time zone as well as the data, time, & decimal GPS coordinates.

    It worked!! Thank you so much!! :D

  • vagansvagans Posts: 422

    uhh why not just move the characters to where you want them?

  • LeanaLeana Posts: 13,499
    vagans said:

    uhh why not just move the characters to where you want them?

    Probably because Iray has known issues with items far from origin.

  • nonesuch00nonesuch00 Posts: 18,874
    Leana said:
    vagans said:

    uhh why not just move the characters to where you want them?

    Probably because Iray has known issues with items far from origin.

    Yes, that is why. I should of said so. It's also easier though to move the whole set parented as one item then to move those two men and the car individually (although I do make groups called 'Actors' to put the two fellows in and put the car into a group for the set 'Collective3d Neighborhood' I call 'Sets' as I often combine different sets or load multiple sets and hide the unused sets for a render).

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