[Public] Luxury Hotel (Update)

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actemendes
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Re: [Public] Luxury Hotel

#21

Post by actemendes » Thu Aug 10, 2017 16:49

@mdk_813 ,These traces are likely to remain from this "sketch with shadows", because it is very sloppy and yes, sometimes I erase the excess with an eraser. In any case, I'm very uncomfortable in these situations. I will try to correct them by yours or in some other way in future works.
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You know, sometimes negative criticism more affects the improvement of the result. So I'm always glad to hear any criticism, the main thing is to bring my mistakes without insults and with good explanations
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Re: [Public] Luxury Hotel

#22

Post by Lobby » Thu Aug 10, 2017 17:11

Wow, really impressive :bc

I would give the awning less saturation, though. It looks really bright as it is now.

Another thing is the size. It's amazing that you can create such a big building with this much details, but I think many cities will have zones of size 6x6 at max. Maybe it would make sense to offer a version with smaller footprint so it fits into 6x6.
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Re: [Public] Luxury Hotel

#23

Post by mdk_813 » Thu Aug 10, 2017 17:21

actemendes wrote:
Thu Aug 10, 2017 16:49
These traces are likely to remain from this "sketch with shadows", because it is very sloppy and yes, sometimes I erase the excess with an eraser. In any case, I'm very uncomfortable in these situations. I will try to correct them by yours or in some other way in future works.
Ok, that seems a likely explanation.
But still, you could either use layer masks to paint in shadows precisely, or you could make a selection of the complete building (the house, the ground texture and all the trees etc.) and work from there. To make such a selection copy all visible layers and reduce them to one (but make sure to keep all the other layers!), then by ctrl-clicking the layer preview, you will select all visible pixels. Then you could make a new blank layer and paint the shadows there. The selection would keep you from painting anywhere outside the building, even if you use a broad "sloppy" brush first. If the blinking line bothers you while doing it, you could hide it (not deactivating it) by hitting ctrl+h.
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Re: [Public] Luxury Hotel

#24

Post by Josh » Thu Aug 10, 2017 17:35

Maybe if you make it a 6x6, the best is to remove the road. I think its not really necesarry (My opinion)
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Re: [Public] Luxury Hotel

#25

Post by Mote » Thu Aug 10, 2017 17:57

Hope all your plug-ins will added to game so everyone can have your amazing buildings.
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Re: [Public] Luxury Hotel

#26

Post by actemendes » Thu Aug 10, 2017 19:27

Yes, probably, I will make the second version more compact. Only in the beginning I was thinking about upgrades for plugin, but then I was lazy. It's funny that I overdid it with lighting, but I'll think of something. Thanks all @Lobby @Josh @mdk_813 for the advices
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Re: [Public] Luxury Hotel

#27

Post by Ølsken » Fri Aug 11, 2017 5:34

Yeah you're awesome !!
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Re: [Public] Luxury Hotel

#28

Post by NisekoKilla » Fri Aug 11, 2017 5:47

HarizHakimi20 wrote:
Thu Aug 10, 2017 6:09
Wow. Good job... :bc
i know this is offtopic
but i like your profile pic :mrgreen: :bc (SUBARASHIIII!)
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Re: [Public] Luxury Hotel

#29

Post by Ølsken » Fri Aug 11, 2017 5:58

素晴らしい(Subarashi)
(Японский) : Amazing ;)
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Re: [Public] Luxury Hotel

#30

Post by NisekoKilla » Fri Aug 11, 2017 6:01

Bearbear65 wrote:
Fri Aug 11, 2017 5:58
素晴らしい(Subarashi)
(Японский) : Amazing ;)
offtopic
Omae wo mo shinderu!
NANI??
*BYYP* *BYYP*
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Re: [Public] Luxury Hotel

#31

Post by Ølsken » Fri Aug 11, 2017 6:12

I'm a ghost!?!!!

Ok no more :D
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Re: [Public] Luxury Hotel (Update)

#32

Post by actemendes » Fri Aug 11, 2017 11:29

[Update]

Details in the "cap of the post"
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Re: [Public] Luxury Hotel (Update)

#33

Post by Ølsken » Fri Aug 11, 2017 12:04

Lobby should add this one I like it better then the big one :bc :bc :bc
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Re: [Public] Luxury Hotel (Update)

#34

Post by Lobby » Fri Aug 11, 2017 12:18

Why not both?
2017-08-11 12.15.45.png
At least as we have enough texture space available.
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Re: [Public] Luxury Hotel (Update)

#35

Post by Ølsken » Fri Aug 11, 2017 13:02

Sure :bc :bb
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Re: [Public] Luxury Hotel (Update)

#36

Post by danekbel » Fri Aug 11, 2017 13:10

@Lobby, why can't you increase in-game texture space without decreasing plug-in one?
some text.

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Re: [Public] Luxury Hotel (Update)

#37

Post by JustAnyone » Fri Aug 11, 2017 13:12

danekbel wrote:
Fri Aug 11, 2017 13:10
Lobby, why can't you increase in-game texture space without decreasing plug-in one?
How does texture space work. What factor?

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Re: [Public] Luxury Hotel (Update)

#38

Post by Lobby » Fri Aug 11, 2017 14:48

There's one texture of a size of 4096x4096 pixels and we have to fit any graphics into it, also plugins. Therefore I reserve some space of it for plugins.
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Re: [Public] Luxury Hotel (Update)

#39

Post by danekbel » Fri Aug 11, 2017 15:26

What would be if you would expand it in 4 times?
some text.

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Re: [Public] Luxury Hotel (Update)

#40

Post by Lobby » Fri Aug 11, 2017 15:36

You device and many others wouldn't run the game.

1. The GPU has a max texture size limit which is currently 4096x4096 for many devices (and there are still enough devices with 2048x2048)
2. The texture is stored in VRAM, the current texture needs 64 MB of it. A texture with bigger size would need 256 MB :space
...Have a nice stay

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