Please help us for June & July 06/20/2017This month we're hoping for a little bit of a boost this month or next, in addition to covering the regular bills, we could benefit from some hardware upgrades. STEX Collector's Set gifts can now be sent to you via digital download as well as regular mail if you wish! Every donation dollar goes toward keeping Simtropolis online and humming along. Your contribution counts! Hardware Upgrades As our website community software improves with more and more features, and as we bolt on additional features such as chat, the increased load to handle all these new toys is taking the server a bit to task. You may have noticed that we'd been forced to temporarily disable the chat as we worked out allocating resources for more optimal performance. Following this, we've applied a number of 'soft' changes such as caching options and experimented with server configurations (nginx as proxy, for example), so the hardware aspect is also an area we'd like to focus on. The last time we upgraded hardware was back in 2012, prior to the release of SC13. Your contribution means a lot! Your donation will go toward helping us to 1.) migrate to a newer server or 2.) at least get some ram/cpu/storage updates and any other infrastructure hardware or services. Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
60 posts in this topic
Hello, I started doing 3D modelling about a month ago, unfortunately after having done 3 different buildings in blender I just haven't yet understood the texturing system. I have tried to do seams and such, but I just can't manage to fit all the details correctly, so here are my 3 main problems on my latest building, which I aim to hopefully finish:
Too many faces so I cannot do the texturing easily (1,014 faces and 3,300 tris after trying to merge what I could.) How do I proceed with doing balconies? I heard something with using textures, but as said before, I am confused with them. How should I proceed with texturing generaly. Here are two pictures of my project:
Again thanks in advance for any possible help.
I would like to have some cats in my city but can't seem to find many cat stuff in the Workshop. Dazflint made this Kitties Skylines collection awhile back but the assets don't seem to work anymore. The cats (prop and tree) turn out black with no texture whatsoever when I plop them on my map. If someone could make some cat stuff for the community, that would be so awesome. I can't wait to paint my city with a Cat Brush.
Hey all, this is my first time posting on the C:S forum. Being an architecture student and urban design enthusiast, I have come to love this game and the fruits of its massive modding community. I've decided to dive into asset creation myself a couple weeks ago by learning Blender and model importation into C:S with the ultimate goal of creating a collection of "Main Street"-style American storefront assets.
After a frustrating week and a half, I successfully uploaded a test model with a diffuse texture a couple days ago into the asset editor. Following tutorials on YouTube and elsewhere, I created a diffuse map via baking, but as you all can see (and I have later found out) this method should only be used for making LODs as the quality in game is pretty bad. Ideally, the model should be textured like this.
Right now I'm kind of at a loss of what to do next in order to create an acceptable texture map for my first building. My question is how would I make a quality textured UV map in Blender that can be exported directly into the game? Another way to phrase this question is what is the procedure for creating finished UV maps such as these from the author Avanya? Or am I forced to export the UV layouts to gimp/photoshop and texture them there? I know there are many skilled authors with knowledge of Blender modeling and texturing that frequent here, so I ask if at least one could guide me through this rough patch; it would be massively appreciated.
Here's a pic of my model's untextured uv map in Blender. What should be my next move?
Thanks in advance, If I can figure out how to remedy this issue I look forward to contributing to the C:S community.
Thought we can use a list of the most accessible 3D software and resources for our modding and custom content needs. If anyone knows any more resources feel free to share here. I will start with this short list.
Blender 3D- for everyone.
Blender training course http://gryllus.net/Blender/3D.html
Sketchup Make- for everyone
Sculptris- for everyone
If you are a student, teacher or mentor, this is an opportunity to use Maya free of charge for 3 years. Who knows what will happen in that time the way CG software is being "freed" nowadays.
I believe there's more but can't think of them right now.
Texture Resources: I chose the texture sites that have more architecture content as we will be using these types of textures for buildings.
Nobiax on deviantart (textures including normal and specular maps, some 3d models)
AGF81 on deviantart (textures, some normal and specular maps) Thanks Avanya. Decided to add your list in the first post for better exposure.
Autodesk FBX Converter. This can convert various 3D formats to ASCII and Binary FBX. Also convert from either type of FBX file to the other.
Cities Skylines Tools. This is a Sketchup plugin that exports your model straight to the import folder from Sketchup. No more needing to export to another 3D program. It also comes with customizable grid options for both ground and height.
OBJ Exporter for those using Sketchup Make
Cleanup, another good Sketchup tool
https://extensions.sketchup.com/en/content/cleanup%C2%B3 Thanks Darf!
GIMP is a free alternative to Photoshop
Krita is a cool digital paint program also
NVidia Texture Tools for Photo Shop for normal maps, texture compression, mip map generation and cube map formatting.
https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Thanks Darf!
Thought I would also include Unity since it's the engine of this game. I don't know how it would be useful or if it would give any advantage as I never got into it yet. But I imagine it would shed some light into why some things in the game are the way they are.
Unity Tutorials http://unity3d.com/learn/tutorials Thanks OwiHH!
Hope some of you find these useful
I made a model of Albi's Sainte Cécile cathedral in the south of France in Blender, then tried to make the texture for it. The texture didn't work out but I didn't look into it as much because I had another problem: the model, once imported into the asset editor, was all squashed. I tried reducing the size of it but it still got squashed. And now when I try to select it in the asset editor, it crashes the game. I'm not sure why this is happening, and I'd appreciate any help on this topic!
This is my model (I kept it simple) :
Recently Browsing 0 members
No registered users viewing this page.