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I'm not exactly sure if this is true in the game or not, but in 3ds max at least, using compression doesn't improve performance because when max loads the image info into memory it needs to know what every individual pixel is. I believe when it comes to 3d stuff like this, pixels are pixels.

 

But regardless, I think a 1024x1024 texture is perfectly reasonable for a decent sized building.  The new building is already looking much better than the previous ones.

 

For the windows, windows in real life, unless they're reflecting the sky, they're dark grey, because when you look through a window what you're looking is the interior of the building which is in shadow. If you're using a reflection map, then imo make the windows a dark color in the diffuse bitmap, and let the reflections make the windows blue if the player's camera angle has the windows reflecting the sky.

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patreon.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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Wow amazing projects thanks <3


My Hometown:

The coastal metropolitan city Madero-Tampico-Miramar-Altamira, Tamaulipas, México.

65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

 

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    For the windows, windows in real life, unless they're reflecting the sky, they're dark grey, because when you look through a window what you're looking is the interior of the building which is in shadow. If you're using a reflection map, then imo make the windows a dark color in the diffuse bitmap, and let the reflections make the windows blue if the player's camera angle has the windows reflecting the sky.

    Right now, my reclectionmaps are 100% white, so they simply blend over the Cities Skylines reflectionmap. But you are right, i have to look into that.

    So far, here some new stuff (both around 700 triangles):

    A 10 story 2x4 residental or office (or industrial??? I really dont know jet maybe some suggestions?)

    render3hcu94.jpg

    And a 2x2 Subwaystation,... inside a 5 story corner building :D

    render13tl58.jpg

    render2dzy1y.jpg

     

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    Beautiful work! I would love to see the first one as either residential or commercial. 

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    Keep em coming. Can't wait for the make historic button or block all CO buildings mod so I can have a NYC style city. Your buildings will definitely be part of it.

     

    The 'Control Building Level Up' mod just added a district-wide level control function, if you get it and set high density residential to a limit of 2 or 3 you'll get relatively old looking districts with lots of Feinbolds buildings that will stay that way. 

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    Wow! Those look amazing! I know that I will greatly enjoy your beautiful, high-quality mods as soon as building style/tile-set policies are implemented (which probably need a new tab on the district policy menu). That way, I can have early 20th century American buildings in different neighborhoods from 21st century buildings.

     

    --Ocram


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    Thank you all :). That district wide level contrl mod sounds interesting.

    Thats whats comming next, a Level 4 or Level 5 residental with a big roofterrace, if we had wealthzones, it would be $$$ for sure (around 2400 triangles, but its a 4x4, guess its okay)

    render1h1u9o.jpg

    grey70utp.jpg

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    Love that one. Is it based on a real building?

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    Thanks for your great work Feindbold. Your buildings have already found a nice place in Forkton :)


    New Cities: Skylines CJ -

    Feel free to check out my SC4 CJ as well -

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    Love that one. Is it based on a real building?

     

    That last one !!!!!!!  :wub:

    Aww, thank you :) , the moment  I saw this building, I had to do it (jep it is based on a real building, this time from Washington, here you go:

    https://goo.gl/maps/YIfoi)

     

    Thanks for your great work Feindbold. Your buildings have already found a nice place in Forkton :)

    And thank you for that nice CJ, very well planned city.

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    The Luxuary Residental is on Stex:



    And some WIPs:

    A 7 story cornerbuilding 4x4 (2900 tri.)
    renderekju4.jpg

    And some rowhouses(~1300 tri.)
    renderoekcg.jpg

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    I really love your buildings. They bring back the stuff I loved so much in SC4.

     

    Just one suggestion regarding modding: I have a hard time keeping level 1 buildings "alive". I guess I'm too generous, but they normally immediately level up. So don't go overboard with those. Level 2 HD commercials are good with highrise ban policy, and HD residentials gravitate towards level 4, sometimes level 3 if the conditions are not good.

     

     I just say this because I want to see your buildings for longer than just a short passing through :).

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    I really love your buildings. They bring back the stuff I loved so much in SC4.

     

    Just one suggestion regarding modding: I have a hard time keeping level 1 buildings "alive". I guess I'm too generous, but they normally immediately level up. So don't go overboard with those. Level 2 HD commercials are good with highrise ban policy, and HD residentials gravitate towards level 4, sometimes level 3 if the conditions are not good.

     

     I just say this because I want to see your buildings for longer than just a short passing through :).

     

    There is a mod to stop buildings from leveling up. (almost like a make historical mod).

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    I really love your buildings. They bring back the stuff I loved so much in SC4.

     

    Just one suggestion regarding modding: I have a hard time keeping level 1 buildings "alive". I guess I'm too generous, but they normally immediately level up. So don't go overboard with those. Level 2 HD commercials are good with highrise ban policy, and HD residentials gravitate towards level 4, sometimes level 3 if the conditions are not good.

     

     I just say this because I want to see your buildings for longer than just a short passing through :).

    Thank you :), yeah these Level 1 buildings were my first creations, after all just some testing. I made them Level 1 to let them grow as fast as possible. While I could upgrade them, I think its not worth the time, their textures are just too ugly and they dont target the quality I want to deliver. The buildings of my 2nd generation (basicly everything after the 4x4 Shop) will be between L2 and L5 in most cases.

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    Those buildings looks great, however I think you should reduce the amount of poly's to around 1000 (less better)... texture works are beautiful, are you using any bump material or normal?

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    I kinda overspend on that 4x4 :] , but its trianglecount, not polycount, i just checked the polycounts for these two buildings in 3ds max:

    4x4 Residental: 1281 polys
    Rowhouses: 477 polys

    I thought a lot about the detail problem:
    The "guideline" is 1k triangles per building (wich equals in theorie around 500 polys i guess), but it doesnt say anything about the relation to the lotsize. If a 2x4 building with around 1-1,5k triangles is fine, a 4x4 should be okayish with around 2-3k, especially as a cornerbuilding. Of course, as you said: less is allways better, thats for sure. Its allways depents on the building, you dont model a 12 story neoclassicism cornerbuilding without crossing that "1k" triangles line, but you could model a samesize modern office for probably less than 300.

    To test how trianglecounts affect the FPS, I plan to make a 1k, 2k and 3k version of a building, plop a thousand of them in an streetgrid and check the FPS of each version.

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    Enjoy coming back in here. Where did you get those roofing textures if I may ask?

    Honestly? I dont know anymore 8) , I have a big folder with rooftextures, some of them are maybe ripped from GTA4, some of them could be ripped from Mafia 2, some of them I created myself.

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    A modern residental building, 10 story and around 660 triangles. Its a ploppable for now, as i couldn´t get 3x3 lots to work in the asseteditor. It allways turns into 3x4. I think this bug was fixed in the update 1.0.7b, so I have to wait till the update is ready. I might scale this up a little.
    ingamezouca.jpg

    renderucunf.jpg

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    Great stuff.

     

    I'm very interested in hearing what your poly/tri testing comes up with, keep us updated!

     

    While you're testing, could you also test the effect of huge resolution texture maps vs. smaller resolution texture maps? (I have no idea how much work this would be).


    New Cities: Skylines CJ -

    Feel free to check out my SC4 CJ as well -

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    These are all breathtaking Feinbold, keep up the amazing work!

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    These are all breathtaking Feinbold, keep up the amazing work!

    All CO has to do is make it work on curved roads :)


    New Cities: Skylines CJ -

    Feel free to check out my SC4 CJ as well -

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    Time for some dusting :D

    Its not like I did nothing in the last few month, but i didnt really finished anything. The 1.1 updated changed that.

    FINALLY,.. $%&^!!ING CORNERSUPPORT!

    But i didnt finished one of the ~5 cornerbuildings I have started so far :P, so for now here are some ordinary european W2W:

    praganl9i.jpg

    l123zlr3.jpg

    l40xlkvi.jpg

    Its on Stex:





     

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