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© 2024 Daz Productions Inc. All Rights Reserved.
Comments
For Urban Sprawl 3:
1) Ability to merge it with US2 for a larger city
2) Viaducts and freeways
3) Waterfront with cargo loading/unloading
4) As others have said, more unique buildings with interior walls, perhaps some building that have doors that open
5) Constuction site (high-rise perhaps?)
6) Tram, Trolley, or Light-rail tracks for mass transit
7)If you feel REAL adventerous...a subway system :)
I would like to see a half part downtown with large apartments and a half part smaller houses with some crossroads, a large square with benches and plants and a smaller street for pedestrians only with shops.
And yes, merge with US2 or US1 would be nice....maybe a middle part so one side can be attach to US1 and the other to US2
...uh oh, now my bankcard is in trouble. That looks fantastic.
Nice that the overpass will be included.
Really like the scaffolding and the corner building with the Liquor store and Payday Loan place is so big city (by chance did you make a trip to Portland [OR] recently?).
Curious, the building off to the right. is that a public museum or gallery?
Also, did anyone ever suggest a school and schoolyard?
wip
thats the museum,across the road from the cinema
Looks fantastic!
I just bought US2 this morning and haven't even had a walk around yet, but I'm looking forward to this! There's so many great suggestions in this thread I won't muddy the water with more, but the thing I'm most excited about is the possibility of having one model/set/product (whatever you want to call it) with enough diversity to illustrate an entire urban-set comic.
Bring it on!
wip
I figured, but just thought I'd check. :)
Lovely. For the building just about in the center, with the fire escapes showing - I'd like to see an option, at least, for a nondescript plain door to the right of the main business entrance - to lead into the stairway up to the upper floors, which could be additional business offices (accountants, lawyers, bail-bondsmen), apartments, or a cheap hotel.
Just used Urban Sprawl 2 in a render this morning. Really looking forward to this new set. Looks great. This camera angle suggest a tunnel with something above it, hopefully we get some reverse reveal shots soon.
* How about some companion interior sets, like for office/store/apartment/subway/etc.
* Texture expansions to change the look of the city, from ultra modern to a desolate post-apocalyptic.
It's great that this is the case, but it's not just the graffiti. Making some parts of the city with a very clean, well tended look, and other parts with narrow seedy alleys and scruffy textures is what I am really after. An example would be The Walled City; it's so seedy and dirty that even with no graffiti you could never use it for an up-market part of town without extensive re-texturing. So, since I assume US3 is going to be big enough, I'd like to see a smart clean part of town and and a seedy, dirty part of town too.
Well, it should be possible to take the texture-maps in Photoshop/Gimp and use some dirt-brushes in the corners/edges. I noticed this, and hid by using gaussian blur on a large render. It's a fav trick of mine 'cheating.
Btw, the previz looks astounding!! Love the details. Are you going to add a high-res version of the texture-maps including bump-maps?
Although you asked for idea's for your next Urban Sprawl, I was struck with an idea that I don't seem to see anywhere in 3D or rendered images or otherwise (just spent three hours looking for post apocalyptic wallpapers), and that's towns....small towns, could be a complete one, tallest building is no more then two stories high, except the hotel. I am talking about the kind of place that has between 1000 and 5000 people only. Having two types of textures, the nice homey kind and the post apocalyptic kind is always good. Everyone does the city type or the lone building in a huge field or even farm type, but no one seems to do the small towns.
The only thing that I felt was missing from sprawl 2 was the lack of night lights, I tend to use a night world and those lights would have been useful.
...to bad DreamLight never jumped on the idea of doing a night light set like they did for Backstreets and Tin Pan Alley.
I did only one night scene with US2, and yes, a good part of the time was spent just setting up the streetlights (something like two dozen spotlights and another four point lights for walkway lights in front of a building). What really made it difficult is this went far beyond what my GC could display in OGL mode which meant turning lights off in one part of the scene to get others to show up so I could make sure they were placed and aimed right without having to do a lot of time consuming test renders.
Think I had at least ten cameras in the scene as well.