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Exurbanite

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About Exurbanite

  • Rank
    Sophomore

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  • Gender
  • Location
    Western US
  • City-building game(s)
    Cities: Skylines
  1. Only one building in and already I am bestowed with such a title? The future looks bright. 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.
  2. @boformer I'll remember that, thanks for the heads-up @Darf Thanks, much appreciated.
  3. My first asset, Evans Corner, is now up on the workshop! Get it here: http://steamcommunity.com/sharedfiles/filedetails/?id=884120459 = It's a growable + RICO Ready, as per suggestion by some users. Post any potential issues you have here. Enjoy!
  4. 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.
  5. 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.
  6. Glad you like it. I''m taking your advice and darkening the bricks as well as the cinder blocks. 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.
  7. I'm still having issues with the differently lit normals. The problem sections look fine in shadow and direct sunlight, but at oblique angles the lighting issue is obvious. It appears at night, too. Each of the walls is separated into 4 parallel faces. On the back wall only one face is differently lit And on the side wall the 2 bottom faces are differently lit. Any ideas? It's not that big of a deal if I can't fix them since both of the problem areas will be concealed by other wall to wall buildings, but I would feel bad releasing it on the workshop in this condition. EDIT: Problem resolved, see above. While I'm at it I might add a preview of the entire building. Spec and illum maps are done, but I'm thinking about changing the nightlights into something similar to this. Also, is there a way to light up the allstate box sign on the front during night? I used a value of 120 but it kept it lit during the daytime as well. Bench and plant props are for screenshot purposes. I'm keeping the roof props on the final model.
  8. I would recommend switching over to Blender as your modeling and texturing software. Imo it makes the workflow much simpler and cleaner. Scaling is also quite simple if you use Blender -- if you set the modeling units to meters and model to a 1:1 ratio, you can import it into the game a default scale of 1.
  9. I knew people were in need of this kind of asset so I'm more than willing to fill the niche... I'm quite partial to those old storefronts for some reason. In regards to size, this building is less than 400 tris and will be around 2 mb total when it's done. The other models I'm planning should be even smaller.
  10. I should have added that in my previous post, apologies. You might be right, the lighting issue only became obvious when I positioned the sun at the "golden hours". At high noon it looks fine, albeit a bit washed out. That's exactly my goal is to create realistic "filler" buildings. It's not exactly a strip mall, it's a modern wall-to-wall commercial corner building meant to blend in with older-style American storefronts. My plan is to make a collection of these storefronts like you would see in a historic core of a smaller city or town -- a type of asset clearly lacking in the workshop.
  11. Well I just got through the second most tricky part of asset creation: normal mapping. After replacing and cleaning up some of my diffuse textures I managed to make a pretty decent normal map (at least in my eyes). I do have a couple small problem areas, though. the lighting on a couple sections of walls is brighter than the sections above at certain angles and lighting. This only occurs once I apply my normal map to my model. Any ideas what could have caused this and how I can fix it? Completely lost here and would appreciate help. Also thought I might add my new and vastly improved diffuse texture. I cut it down to 512x1024 from 1024*2 which made uv mapping a whole lot easier. EDIT: I resolved the lighting issue by reflipping uvs in Blender, must have been reading the normals upside down or something.
  12. Starting working on my texturing again, this time with much better results. Texture bleeding is nearly all gone in blender and in game, but on white textures I still get some black edge bleeding at very oblique angles. I think this might be caused by my makeshift edge padding which I made by giving images a glow effect using a color that most closely matches it. Is there a special way I can pad properly in gimp by extending or cloning the pixels of the image textures? I'm probably overthinking this but the method I'm using now just doesn't seem correct. Edit: I seem to have answered my own question by finding a solidify filter for gimp. Is this a method commonly used by you guys for edge padding?
  13. Ah I see, so the strategy is to group similarly colored textures together. So to resolve this I should just move some of the textures around on the diffuse and give the more contrasting ones a fading border?
  14. Well, see for yourself. Here's the uv mapping and diffuse. Many of the uv faces don't even go all the way to the edge of each texture, so I don't see why it would be showing seams. I guess I could make another diffuse and space out the wall and roof textures a bit more since those are the problem areas.
  15. Model Update: So far I've finished the diffuse texture. The roof doesn't look great now; the texture I chose was to resemble the TPO material found on the model's real-world counterpart. With different lighting, normal mapping, and some a/c and vent props it should look decent, though. I'm satisfied with the texturing of the rest of the model, however, I am getting some visible seam lines between textured faces in my Blender model and in game (notice the walls): Any way I could iron this out? I made doubly sure that my uv maps were cleanly within each texture space, so I know it's not that. Would greatly appreciate more help from you guys before proceeding to normals, specs, etc. In case anyone is curious, the model is based on this corner building in Evanston, WY: