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Evolution of a Starport

Here is an internal shot of the multi-story. An S class scout and its crew. (I'm proud of the wall - the ship could use a lot more work).

render2g.jpg

The inspiration of this shot is from one of my favourite films, 'Crimson Tide'. The lighting in that film was just superb....as you can see. I'm working on getting there, but I'm nowhere close.

Image3.jpg


Ravs
 
Ravs,

You continue to amaze.

I only have one minor (yeah, he says, as he gets out the large power spanner) issue. I guess it's because I have some human geography training and studied Von Thunen and some other oddball theories like Central Place Theory and so on. It seems to me the layout outside the XT line is a bit problematic as it stands.

On a flat plane, with equal access to various resources, your people will tend to evenly distribute. There will be several classes of business (some common, some less common, some rare) and if you map out each separately, they'll tend to distribute evenly across the overall space.

Right now, the space between 'Racoon City' (or whatever you are calling it) and the Port has a high density cluster then lots of separate individual multi-storey buildings. That just doesn't quite sit well with me. Neither does the way the greebler crushed together the main buildings.

With any amount of actual space, there would be clear traffic lanes. The current overhead shows some *really* constricted areas for traffic (be it maglev, groundcar, air raft, etc) and some really open ones... right beside one another. This sort of clustering only tends to happen with really good reasons. And it is an urban planning failure I suspect. :0)

Now, how could we rationlize this a bit, or at least make it a bit more aesthetic? We could spread out the one large cluster into several smaller clusters. We could populate the space between the multi-storey buildings with a bunch of one-storey buildings (homes and such). We could (I mean 'the royal we' which really means Ravs) also see that a lot of terrain was added - trees, small hills, ponds, roadways, etc. With all of that stuff in place, it wouldn't look so much like a plain across which people had distributed themselves in an illogical (and economically odd) fashion.

If you look at overviews of real cities, you tend to see a central node grow up, but then as it does, a low-storey sprawl occurs if the geography allows. If you have something like a river going through or a seaside or something, people sprawl along it, claiming the good real estate, in preference to equal distribution sprawl.

Then, someone develops some core business in the burbs, and another (smaller) business node develops, smaller than the core, but getting its own sprawl around it. The thing is, the sprawl density change rarely looks as dramatic (yours transitions from a high desnity middle to very scattered buildings really fast) as what we see in your diagram and almost always follows some geography (which we really don't have on the flat plain between the Starport and Raccoon City).

So, if you add some intervening terrain, green belts, roads, etc, you can probably justify someof the layout, but the transition from high density urban greebling to scattered single buildings out to be more gradual as well.

That's just an aesthetic complaint with the area between Racoon City and the Port. The Port is coming along smashingly and the City is fine too.

Great work. Feel free to ignore us critics if you want :0)
 
Thanks Kaladorn. I was lazy with the city. The idea was to have structures 'spider webbing' from the main avenue of Raccoon city, which is on the to-do list. I comletely agree that the placement of the buildings is too random at present. I may cheat with the city and just plonk down a texture map of a sattelite image. At the moment, I'm taking a break from the starport (I'm a bit burnt out on it) and am making little scenes of various parts of it.

I really want to do an internal of the shuttle concourse and the cargo / brokerage areas next but it's all about finding the time.

Ravs
 
For what it may be worth:

City growth is shaped by government regulations more than anything else. There are some "recently" planted cities in the UK with definite limits and broad green belts. Those open areas exist because the government zoning says that that is the only use permitted in that area. The same holds for building height - the down town is only as tall as economics will support and governments will allow.

Once upon a time, the US government offered incentives to fill in swamps, now these same swamps are "protected wetlands".

In the end, Raccoon City will look like whatever the officials (that means you, Ravs) say it will look like. Just like in the real world.
 
I do intend to come back to it, especially the layout of the city and the completion of the starport to a A class starport, - but not just yet.

Ravs
 
Beautiful stuff!


Can others use this for gaming?
Sending pics like these in VGT gaming makes a world of difference!
 
Thanks Ravs, you've given us lots of inspiration. A picture paints a thousand words.
 
Thanks Robject, but I'm not so sure about the pictures.

This may seem a little odd coming from me, but one of the real strengths of RPGs to my mind is that the GM can verbally describe a location to four people around a table and each of them will paint the location in their own minds with their own pictures with a dollop of emotional fuzz around the edges which will make the scene right for them. If the GM hands out a full colour picture of the scene, then the players are limited to that image.

For me the best Adventures (e.g. the LBBs) are the ones which have very spare line drawings (and not many of them) and (by today's standards) crude maps. Somehow to me they seem to conjure up more than a high resolution 3d model in glorious detail.

I think there is room for detailed colour pictures in illustrating adventures but these should be carefully selected and should be few and far between. Maybe just the cover and at a pinch, one or two illustrations of items in which there can be only a little imaginative variance of what the players may imagine that scene to look like.

I really wish I could draw (or rather had the patience and drive to practice)because I'd be a lot happier producing line drawings than 3d art.

Ravs
 
Did anyone save the pictures that went with this thread? I'd really like a set but they seem to be gone. :(
 
Hi Hemdian....I restructured the folders on my photobucket account and now all the links are broken :(. If I have time this weekend, I'll edit and put in the new links.

Hadn't realised that people were still reading this thread!
 
I've put the pictures back up but there is no relation between them and the posts (sorry - it was too much thinking for this time of night). They are all there but you'll have to work out which pictures go with which post.

:: Edit :: Now I'm into mapping my 3d modelling days are pretty much over, but I think Andrew Boulton would be a perfect choice to do a starport project from Class E to A and do it much better than I ever could do. Perhaps if we pester him enough??
 
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<hides under bed>

<removes bed as a cover and sprays Andrew a neon Purple color>

Nothing like royalty around eh?

*snickering*

Either that, or if you truly want peace and quiet, just start singing


I love you You love me
we're a happy family
with a great big hug and a kiss from me to you.
won't you say you love me too


I dare say, someone will put you out of their misery soon enough thinking you're that purple dino something or another ;)
 
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