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    After Dark - Dev Diary #1

    By Dirktator,


    Cities: Skylines - After Dark reveals completely reasonable price

    By Dirktator,



    Cities: Skylines "After Dark" Expansion Announced (24th September Release)

    By Cyclone Boom,



    Cities: Skylines patch 1.1.1b is out

    By Dirktator,


    EndCiv: A post-apocalyptic city builder

    By star-lord-bucks,


    TheoTown - A city-building game app for Android

    By Pedjica,


    DotCity, a futuristic city builder, minimalist in style, massive in size.

    By nathan@dotcitythegame,




    SimCity 4 is 78% off on Steam!

    By Dirktator,


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    • Show us your Area view
      By simlink · Posted
      Awesome work, everyone! Great scenery. Extrenix: loving that aerial view... nice layout!  
    • AJ3D's WIPs
      By AJ3D · Posted
      Thanks guys. Here's another screen grab that maybe shows the basic construction. Its really all just a bunch of cubes and single polygons. Each fire escape level is 22 tris. I've also used instantiated objects as much as possible. Each column, row, window stack, flag pole, and fire escape level is an instance of a master, and and the whole thing is then mirrored over. After the mesh is converted and combined, I can go in and manually offset some of the UV's if it looks odd. Here is also a close up on the window frames and some of the trim. The gray poly ring around the window represents a maybe 6-10" inset. In "real life", it would be a hard 90 degree corner. But with normal maps, it has to have some kind of x,y dimensions. I think a lot of peoples normal maps are coming out looking really flat because they are relying too much on generated maps from color data. Rather than wide, sharp, solid lines to represent the edges of recessed or raised features, they are just getting random thin lines that draw hard to read highlights and shadows everywhere. It looks "detailed", but gives little sense of depth or sharpness. When you do some thing like this, you can really create the impression of multi leveled and complex trim. Modeling it out like this does take more time, but gives super precise control over the normal's. These are also built from an instance hierarchy. So if I want to tweak something, I just need to change one window, re-render the frame in Mental Ray, and overwrite the old save.    
    • Show us your... Nature!
      By simlink · Posted
      Nice lake there, LnX. Loving all these nature scenes...
    • The 10,000 Post thread V3
      By simlink · Posted
      One of the many great mysteries of chocolate products...  5194  
    • What are you eating and drinking while browsing the forum?
      By tonyr · Posted
      Shrimp fried rice and water.
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