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Exurbanite

Exurb's Main Street Americana Collection | Flagstaff Brewing Co. Released - 3/26

55 posts in this topic

On 3/9/2017 at 11:35 AM, Matthias King said:

That's looking very nice. Dead simple and plain, but that's exactly what I'm looking for. There are so many of those dotted around a typical downtown.

My only critique would be the bricks could probably be a bit darker. I'm not sure if it's the light, but I was thinking a nice muted brown.

I'm looking forward to seeing this on the workshop, and seeing what you have in store next.

Glad you like it. I''m taking your advice and darkening the bricks as well as the cinder blocks. 

8 hours ago, Bolduck91 said:

Yeah ! This is a lovely generic building !

For me, the only thing would be to add maybe next time a concrete base foundation for that brick to sit on to your texture. Something like 150 or 200 mm from the grade. But it's only a matter of realism.

Beside that, I can't wait to subscribe to it on the workshop ! ;)

I don't think I'll add a concrete base on this model (real life inspiration has brick down to the sidewalk) but I certainly will on some of my future models. 

Shouldn't be long before it's up on the workshop, just have to put together a lod and do a bit more testing. 

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Good to hear. I'm anxious to see it.

I've said it before, but it bears repeating. Grand skyscrapers of glass and steel, plunging into the heavens like spires of diamonds are great, but those humble brick and stone buildings, naked, and bereft of glamour or fanfare are what gives a city its soul.

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I'm very nearly finished with the model, I just need help with one last thing. As it currently stands the model is centered in the 2x4 grid rather than pushed to the streetfront. Is there a way I can alter settings in Blender so that my model sits perfectly flush with the grid edge adjoining the sidewalk? That way people wouldn't have to mess with it using the Move It mod.

As an aside, could anyone help me with making signs into nightlights? I know how to make diffuse textures glow by using a value of 120, but that is 24/7. I just want it to light up at night.

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2 hours ago, Exurbanite said:

As it currently stands the model is centered in the 2x4 grid rather than pushed to the streetfront. Is there a way I can alter settings in Blender so that my model sits perfectly flush with the grid edge adjoining the sidewalk? That way people wouldn't have to mess with it using the Move It mod.

The façade has to be 4m (1/2 tile) in front of the object centre. At least it works for me, maybe there are other ways.

mkU9Uif.jpg

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You will have to adjust the pivot, but no idea how you would do that in Blender.

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What I do is usually create some planes to show me the grid. Each plane is 8mx8m just like in the game. I have the model sit on top of it and move it to where I want it, then select the center of the grid-model, hit shit + s, "cursor to selected", then select the actual model and hit shift + ctrl + alt + c and pick "Origin to 3D cursor" if that makes sense.

Untitled.png

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Thanks for your help, guys, it sits perfectly at the sidewalk now.  Ii was simply a matter of moving the model forward by 1 meter. 

Shall I make the asset a regular RICO or a growable that is RICO ready? If the latter, I will need some pointers on how to do that exactly.

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I'd suggest the latter. You'll need this mod to get a thumbnail of the growable and then you can set up RICO settings like on any other building (or leave it as growable and let others do RICO settings if they want that).

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The LOD texture is a little big too big for an asset of this size. Keep that in mind for your next building ;)

 

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Great job on this. Really well worked out first asset! *:thumb: Also love the logo.

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I just subbed your first building. It looks really good. I'll be putting it in my Oldtown District first thing the next time I load my save.

Great job. I'm looking forward to your next one.

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Very impressive for your first building, lovely building. 

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Fantastic, can't wait to check it out in-game!!!

Finally we have a worthy successor for Attercap (I wonder where he went...)

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2 hours ago, Judazzz said:

Fantastic, can't wait to check it out in-game!!!

Finally we have a worthy successor for Attercap (I wonder where he went...)

Only one building in and already I am bestowed with such a title? The future looks bright. *:P

 

So far I have 4 untextured storefront models complete right now, so the wait for more workshop releases should not be long at all. 

However, I do have an important question: What would be the best method for making low-poly 3D lettering in blender (or rather, which method do other asset creators to make their signs)? I have quite a few neat buildings planned but all of them require extruded letters in order for me to do them justice.

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12 hours ago, Exurbanite said:

Only one building in and already I am bestowed with such a title? The future looks bright. *:P

 

So far I have 4 untextured storefront models complete right now, so the wait for more workshop releases should not be long at all. 

However, I do have an important question: What would be the best method for making low-poly 3D lettering in blender (or rather, which method do other asset creators to make their signs)? I have quite a few neat buildings planned but all of them require extruded letters in order for me to do them justice.

I'm not a creator, so take my advice with a giant grain of salt, but making them separate props might be the way to go. It seems like it would save tris on the main model. Someone who knows their stuff like @Darf or @Avanya would have to come along and say whether that's sound or not.

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Alpha map the front (and back if necessary), reduce vertex points for the sides I guess. Not a big fan of making everything in props tbh.

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To prop or not to prop, that's the question! :P Generally I'd recommend you consider what uses it would have as a prop outside the building you're currently making. I'm guilty of making stuff props even though there's really no or little use for it outside the building I made. For 3D lettering it's easy to allow the tris to be alot higher when it's a prop on it's own than if it's part of the building (a prop of 500-1000 tris feels more ok than adding the same amount to the building "just" for the sign).

Actually making 3D letters in Blender is super easy as it supports doing so directly from writing - you can read about it here. If I remember correctly you can even get Blender to tweek the tris count. The trick to get low poly text to look good is smoothing the right parts of letters (more on smoothing here if you need it) and convincing yourself that you don't need that much detail. It's so tempting to make all the round bits nice and smooth and detailed, but for the game we really don't need much since we don't get that close. ;) And if you don't need it then leave out the back of the letters :)

Here's some example of 3D lettering/logos - and the C in CIM could very likely have been less detailed.

 

Untitled.png

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Well, there it is. :P

I think what @Avanya said makes a lot of sense, regarding what use they might have outside your building. If it's a logo for some kind of chain that someone might see fit to use on a number of buildings, like generic shopping centers or the bottom floor of a mix-used building, maybe prop. Otherwise, I guess building into the building's geometry is the better option.

I knew they'd know.

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There's a lot to consider when deciding to make a prop for a specific building. If the prop (3d lettering) is an integral part of the asset, then either just model it onto the building, or include the prop in the same asset (which can get complicated) because a huge portion of people simply won't download the prop. 

For this Wing Stop, I had planned to make the logo a prop, specifically because I also plan to make another Wingstop to fit in with my older, nicer shopping center. But at the last minute I just decided to add it to the model because I know the number of people that subscribe to the prop will be significantly less than the number of people that subscribe to the asset. If I bundled the prop with the asset, then once I released the 2nd version, the first version would be a required item.

For my Family Dollar, I decided to use a prop because the logo needed a bigger texture map. I bundled it with the asset, but will have to list the entire asset as a required item if I want to reuse the prop for another Family Dollar. For Bloomingdale's, I used a prop since I was using it 3 times in one asset (which saved a ton of triangles). Overall, there's no specific answer to use a prop or model it into the building. You just have to weigh the pros and cons on an individual case. My personal opinion though would be to just model it into the building, especially if it's a low poly building anyway and you don't have any immediate plans to use it for another building. 

Screenshot 200a.png

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I forgot a few other reasons for making something a prop. Like KingLeno said if it's used several places on the asset it's better to have it as a prop. Another good reason is to add variation for especially growables. It can be some chimneys or a balcony or something else, which can be set to only appear sometimes giving some more variation to an asset.

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I like it. Subbed. I may load up my save today and find just the right place for your first two buildings.

Keep it up.

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