Elvas Tower: A couple downtown shots - Elvas Tower

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A couple downtown shots 4k size Rate Topic: -----

#1 User is offline   Genma Saotome 

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Posted 27 December 2021 - 03:16 PM

A couple of screenshots of the Loop (two 4k monitors so the image is 7k pixels wide)

Looking SW from above the CNW tracks.
Attached Image: Clipboard0304.jpg


The north approach to Union Station used by the MILW and PRR.
Attached Image: Clipboard0306.jpg

#2 User is offline   Genma Saotome 

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Posted 13 September 2023 - 02:19 PM

Some random photos of models in the Loop, 4k Portrait orientation of the monitor, so click on each image for full size..

Attached Image: Clipboard0334.jpg
On S Walker, looking south


Attached Image: Clipboard0338.jpg
On S. Walker Looking north. This location shows the split of the paths used by the CA&E commuter line, one dipping between buildings to a terminal on Wells St, the other an S curve in the foreground to get to Wabash and connect with the CTA Loop route around downtown.


Attached Image: Clipboard0339.jpg
On S. Franklin looking N. I wanted to show off the fire escape but the sun doesn't hit it here so instead it's a shot looking past it.


Attached Image: Clipboard0342.jpg
I'm still trying to figure out how to handle building interiors when transparent glass has been used. Window blinds and curtains solve much but I don't want everything to look the same.

#3 User is online   CrisGer 

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Posted 13 September 2023 - 05:00 PM

amazing how much you have achieved Dave, truly spectacular!

Thanks for sharing these.

Chris

#4 User is offline   Pery Scope 

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Posted 14 September 2023 - 12:11 AM

Great, Dave. Did you create the textures yourself?

#5 User is offline   timmuir 

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Posted 14 September 2023 - 06:05 AM

Wow. What a body of work! I love what I am seeing. Especially the light and shadow play in the shot with the fire escape in the foreground.

#6 User is offline   Genma Saotome 

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Posted 14 September 2023 - 10:01 AM

View PostPery Scope, on 14 September 2023 - 12:11 AM, said:

Great, Dave. Did you create the textures yourself?

I use downloaded textures as a starting place (many from textures.com) and then make a variety of adjustments to get to the look I want. For example, this started as an ordinary pristine texture of bricks:
Attached Image: WP_Brick76TSL.jpg

I added the darkest pixels from another brick pattern, darkened them, and put them in here as an additional layer to look like collected grime. Added noise. I took a cloud texture, dropped it's opacity quite a bit and slid that in as a layer. Probably some other stuff too.

Most of my textures are fully tiling, some tiling in one direction. There are some non-tiling, things like doors and single windows, and of course trees too. On some I add bands of different light conditions so I can lighten what sees the sun full on and darken what faces the ground. These are mostly concrete and wood. I've done this because the OR shadowing is not so hot.

All my brick textures are scaled to 512px=6ft. There are very few surfaces on these large building where any face has both dimensions that exceed 6ft and so I take advantage of tiling to run great distances across long and relativity narrow features.

What I'm trying to get to is the appearance of old brick that has suffered the effects of coal soot and terrible air pollution -- quite a few red brick buildings were some shade of black after a couple of decades (that's hard for me to paint... still working on it).

I Have almost 2000 textures in my library and I'd guess 300-400 could be culled for non-use.

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