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Although I like the new version, it seems a lot sharper, the old one was a really good filler. Maybe you can make the element on the roof a prop with proprandomizer?

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Looks great! Can't wait tu see it inmy city!

As for themes - if it's the ingame theme editor you selected a biome as template. If you want you can do several versions for different biomes, but most people just do one. It only really affects the default trees you have access to as you can edit the weather conditions too. :)

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My workshop items

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    1 hour ago, Avanya said:

    Looks great! Can't wait tu see it inmy city!

    As for themes - if it's the ingame theme editor you selected a biome as template. If you want you can do several versions for different biomes, but most people just do one. It only really affects the default trees you have access to as you can edit the weather conditions too. :)

    Ah cool thanks, thats good news, so I can just upload one version^^

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    Did you use a color correction in thoses top photos or is it just vanilla ? Liking the realistic look of the texture & lighting.

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    Damn! That building was already one of my favourites, and now it's even better! Really love the mural as well. I see you've got one on the 135 degrees corner as well. Are you planning to decorate more buildings with murals? I fell in love with them on my trip to the US this summer. Anyways, keep up the good work man!

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    Something I would love to see is mural 'decals' like billboards that could be applied to any building you want, so if there's a building you like that's bare on the side, you could apply the mural and viola, you're good to go.

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    2 hours ago, Matthias King said:

    Something I would love to see is mural 'decals' like billboards that could be applied to any building you want, so if there's a building you like that's bare on the side, you could apply the mural and viola, you're good to go.

    That sounds like a very good idea to me! It would allow for a lot of variation. But would it be possible to elevate those decals ingame or would an extra mod be needed for that?

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    On 9/3/2016 at 4:14 PM, Feindbold said:

    Not much new here, I updated an very old building of mine (not actually updated the workshopfile so far because I´m not entirely happy with the brightness, might brightten it up a pinch).

    Nice. I think the old one was one of my first custom assets and was a mainstay in my first city. Good to see it getting some TLC.

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    8 hours ago, oak street local said:

    That sounds like a very good idea to me! It would allow for a lot of variation. But would it be possible to elevate those decals ingame or would an extra mod be needed for that?

    I think this could go one of two ways.

    1: the 'decals' would be made to float some predetermined distance above the ground, similar to some of the billboards recently added to the workshop, which allows you to put them on the front of a building at a certain height.

    2: they would be simple billboard-like props that you would have to add in the asset editor.

    I'm not sure which would be better. Doing it in the asset editor would be my preferred method because the height couldn't be a one-size-fits-all method for murals. But I know a lot of people wouldn't care to do a bunch of asset editing. I do it all the time, but not everyone would want to.

    So I'm not sure what method would be best. All I know is that I'd love to have a good handful of mural assets to use on any building.

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    On 9/3/2016 at 6:02 PM, Darf said:

    Although I like the new version, it seems a lot sharper, the old one was a really good filler. Maybe you can make the element on the roof a prop with proprandomizer?

    That's a pretty clever idea, I really like that: apply certain eye-catching architectural elements as props, so the appearance of the building is less uniform: it's typically such roof ornaments that increase the feel of uniformity when using the same building multiple times (some of Prosper's buildings 'suffer' from this as well), so turning that into a randomized prop makes good sense: combine a few such elements with color variations, and you'll have lots of different incarnations of the same asset, all with subtle yet noticeable differences.

    @Feindbold - I really dig the original version of your 4x4 HC building (I use it quite a lot), but the updated version is so much better still. Great work!!!
    Question: are you going to give some of your other older assets a similar treatment? Especially some of the 2x4 HR assets would massively benefit from a slight texture upgrade (don't get me wrong, I love those assets and use them a lot, but the visual difference between your older and newer work is quite noticeable).

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    14 hours ago, Matthias King said:

    I think this could go one of two ways.

    1: the 'decals' would be made to float some predetermined distance above the ground, similar to some of the billboards recently added to the workshop, which allows you to put them on the front of a building at a certain height.

    2: they would be simple billboard-like props that you would have to add in the asset editor.

    I'm not sure which would be better. Doing it in the asset editor would be my preferred method because the height couldn't be a one-size-fits-all method for murals. But I know a lot of people wouldn't care to do a bunch of asset editing. I do it all the time, but not everyone would want to.

    So I'm not sure what method would be best. All I know is that I'd love to have a good handful of mural assets to use on any building.

    I would personally prefer the first option would it be possible. I still get your argument on the second option though. It's just that my computer takes so damn long to load so that has prevented me from really using the asset editor. However, I shouldn't really whine about that, because the time invested would more than pay off. So I would be happy should this be implemented either way!

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    Great work as always and nice work on that water tower! Will it be a functioning one or one of those old preserved ones which are tourist attractions?

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    My workshop items

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    That is really nice Wasserturm. Goes brilliantly with the Berlin inspired buildings. Verry classy. :yes:

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    Great job on these. 512x2 is very good for that detail level! 

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    On 26.9.2016 at 0:17 AM, Avanya said:

    Great work as always and nice work on that water tower! Will it be a functioning one or one of those old preserved ones which are tourist attractions?

    I went for a functional version, we lack historic water towers with a LOD :D

    Turned out doing the LOD was actually very very easy. But balancing the smoothing on the mainmodel was not. I tried like 10 different methods but I kept getting smoothing/shading errors around the small windows on the shaft. In the end I had to deactivate smoothing on the face that surrounds the windows (you can see a little bit of this problem on the second last picture of my last post). Im not 100% ok with the result, but I felt like I was loosing my patience, so I released it:

    TfJau4v.png

     https://steamcommunity.com/sharedfiles/filedetails/?id=772478132

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    Looks great! Have you tried an edit normals modifier? You should be able to tweak the window vertices where the automatic smoothing gets confused...

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    The new Koch is beautiful. thank you.

    I'm really liking the idea of different lots for the same type of building. It adds an extra variety. I believe it is quite realistic as well. Many facades share similar elements in almost the same configuration in real life as well, although the footprints and sizes can differ greatly at the same time. Area's in Kreuzberg or other 19th century quarters in large European cities are a standing testament to that principle.

    I look forward to see the rest you had lined up for this week.:D

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    There's probably some how a vertex color on that polygon.

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    Dude how do you get such realistic textures!? You take images from Google Streetview or something? Looks amazing! (Talking about the synagogue, but I love all your other work too!)

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    ekCYJKD.pngTim The Terrible's Steam Workshop

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    On 21.10.2016 at 2:40 AM, Tim The Terrible said:

    Dude how do you get such realistic textures!? You take images from Google Streetview or something? Looks amazing! (Talking about the synagogue, but I love all your other work too!)

    Pretty much like that jeah, one could say i´m cheating :D.

    Most if the time streetview, but im also using national heirtage databases or ordinary pictures like this one:
    12c-Kehila-Kedosha-Janina-Synagogue-280-

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