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Heblem's Cities:Skylines builds

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Wouldn't simply making all the middle floors use the same texture give you more room to make them higher res?

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Wouldn't simply making all the middle floors use the same texture give you more room to make them higher res?

 

It would.

 

At somepoint you have to deal... will you reuse the same part of the texture map to gain resolution (against variation on the model)... or map it as one big thing and lose precision.

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Heblem doing buildings for Cities: Skylines? yeah!!!!!! news like this brighten my day, please bring your SC4 creations to Skylines, *kneels and begs :)

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It's good to see these classics in here! Good Job!

 

I don't think it's fair to compare modeling for SC4 and CS. SC4 have a graphical advantage as mentioned......its all pre-rendered. For CS it's the actual 3D models in real time and we have to consider hardware limitations. I think if CS had better texture support like good bump or normal map effects, that would help overcome the poly count concerns. Right now I'm  figuring out how deep to make my colors when in Photoshop so they don't come out too bright in the game. It would be cool if we had a chart of color values that looked good in game so we know what to do at the texturing level.

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Wow Heblem, looking great so far.

 

I'm not too much a skyscraper jungle fan myself, but I would love to get my hands on the mall from the first post :) Any chance you'll be working on other large (but low) buildings in the future?


New Cities: Skylines CJ -

Feel free to check out my SC4 CJ as well -

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Nice...

 

But normals aren't always the answer...

 

Low poly from the start... low poly is life... I only released one damn building and it already made my mind feel like marshmallows over a campfire.

Low poly is life, low poly is love  :thumb:

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    TUTORIAL: HOW TO USE YOUR SIMCITY 4 BUILDINGS INTO CITIES SKYLINES

    Also works as make buildings to Cities Skylines from high poly models.

     

    What u need:

    -3dsmax (2009 version to earlier)

    -Your original MAX file stored (including all textures you've used)

    -Photoshop or other image editing program who can open .targa files (only needed for few adjudments)

    -Cities skylines

     

    Notes: You must have some basic knowledge in use of 3dsmax and photoshop.

     

    Step 1: Open your original MAX file

    -Open your original max file of your SC4 building project...

    -If materials and texture folder is missing, try looking where you allocated those otherwise you'll ned to re-texture...

    *If youre new to 3d modeling and you want to make buildings to Cities:Skylines, an option would make those as you wish (using all objects and details you want) then proceed to next step, however consider if you put many details into your building those might look different in Cities Skylines, keep it simple. (ignore Simcity 4 options)

     

    Step 2: Leave only geometry

    -Delete all SimCity 4 related cameras and setups (including LODs)

    -If you have grouped objects, select all grouped objects and ungroup all

    -If you have splines, select all splines and convert to editable poly (this action might take some minutes if you have many splines)

    -Delete all lights, helpers, cameras, splines, groups other objects that are no needed, leave only geometry...

     

    pic1.jpg

     

    Step 3: Select one object, convert to editable poly, attach all...

    Warning, attaching all objects at once might cause 3dsmax stop working (specially in a building with many objects), do this step carefully selecting few objects at time, could take some time in attaching the entire building even at segments, be patient!...

     

    -Select any object in scene and convert to editable poly

    -Select the small black square next to "Attach"

    -Select a considerably amount of objecst to attach (recommended less than 1500 objects), view warning and tip statement about attaching all objects.

    -Match materials IDs to Material and select OK

    -Repeat same process until you get entire building by only one object...

     

    pic2.jpg

    Tip, Use hide and unhide commands to select a group of objects and attach, better if you have those organized by name....

    If your 3dsmax crashes, repeat again from step 1, lol

     

    Step 4: Rename your high poly building  (single object) and move pivot

    -Rename your building as "yourBuildingName_HP" HP stands as High Poly.

    -Affect pivot (at hierarchy right panel), first center to object then move Z axis to 0 (ground panel)

    pic3.jpg

     

    Step 5: Model the low poly building

    For low poly modeling there are two ways: One by editable poly from a single object and another option is using boxes to covert the entire building facade, try using fewer geometry as possible (use number "7" to view amount of polys at screen)... if you consider by modeling using different objects, in the end attach all objects as explained in step 3, otherwise I suggest to model the building as next explained (note: I wont be explaining how to use editable poly modeling, look at modeling tutorials using editable poly):

     

    pic4.jpg

    -Start with a box, using edtiable poly (keep it as single object)

    -I mostly use connect from edges and extrude for making new shapes and faces.

     

    General note: Unity engine fbx format does not support the use of bridge tool (the result using bridge would be the invisible geometry, its a max fault glitch), avoid that tool in 3dsmax and proceed using target weld or collapse instead.

     

    Step 6: Rename your low poly building  (single object) and move pivot (same as step 4 to low poly version)

    -Rename your building as "yourBuildingName_LP" LP stands as Low Poly.

    -Affect pivot (at hierarchy right panel), first center to object then move Z axis to 0 (ground panel)

    pic 3 (it should be similar and parented to high poly version)

    pic5.jpg

     

    Step 7: Unwrap UVW low poly object.

    -Apply Unwrap UVW to low poly object from modifier list.

    1- Open UV editor...

    2- Select Polygon and select entire polygon objects in window.

    3- Go to Mapping / Normal mapping, select Box mapping at left option and click OK

    4- Select pack custom button at Arrange Elements.

    -Close window and Top-Level

    pic6.jpg

     

    Step 8: Render to Texture.

    -Having selected the Low poly model, do "0" in yourt keyboard or go to rendering / render to texture...

    1- Scroll down to projection mapping and select "pick", pick the high poly model in your list.

    2- Make sure to have channel 1 in mapping coordinates

    3- At output, click on "add" button, add CompleteMap, SpecularMap and NormalsMap.

     

    pic7.jpg

     

    4- Change each one in list to 2048x2048 or 1024x1024 pixels as desired, its recommened for tall building use 2048 and for small houses buildgins and stores use 1024.

    5- Select file name and type (3 dots), save each map name into a new folder of your project for Cities: Skyline, save it as .targa files at 32 bits per pixels.

    Make sure to note all 3 maps directions to the same folder at  (look at your list in render to texture window) save to C:/ Users / (your main) / AppData / Local / Colossal Order / Cities_Skylines / Addons / Import. Name at end _d for diffuse (complete map), _n for normals, _s for speculars, example HBS_400FifthAve_d

     

    pic8.jpg

    6- Before going to click render, go to rendering / Render steup (F10), at common go to Assign renderer and make sure Default skyline renderer is selected.

    7- Having slected the low poly model, select "Cage" from the Projection modifier, click reset then, push amount up (like 6 times push up), letting the blue markings go around building for 0.5 meters.

    pic10.jpg

    8- Back to Render to texture window and click on render and continue even with the missing maps window...

    -close all windows.

     

    pic9.jpg

     

     

    Step 9: Fix small details at PS

    Most of the cases, there are red areas generated, those are generated due the projection wasn't perfect enough from high poly model to low poly, the solution its to fix those red areas with plain colors similar to the building.

    -In photoshop, open all generated maps from 3dsmax.

    -In the complete map, use from toolbar Select / color range, and a red area you see, this will select similar red areas in entire picture. Fill selection with a generic color from the building, example the color of a wall. Save image.

    -In the specular map, use from toolbar Image / Adjudmets / Levels... adjust image color intensity, leaving only windows as white, this represent the reflectivity in Cities Skylines. Also remove red areas, using similar technique as in the complete map and remove other parts of the building such the roof with black.

    -In the normal map, copy and paste (control + J) the same image, change the copy to overlay mode, and clone 2 times again with control + j. Use control + e to join all layers and save map.

    pic11.jpg

    -Note there still are some issues in image, but those wont be visible at all, its hidden geometry between spaces.

     

    Step 10: Apply materials to low poly model.

    -Open material editor (M) in max, and select one material.

    -If you have all materials full, Click in utilities / Reset material editor slots if you have all materials used by the old high poly model, otherwise skip this...

    -Open maps from cities skylines import folder and put as follows:

    pic12.jpg

    *Diffuse color 100, complete map targa texture, as bitmap

    *Specular level 100, specular map targa texture, as bitmap

    *Bump map 30, Normal bump option, Normal: normals map targa texture.

     

    Apply material to low poly model.

    Save your MAX scene.

     

    Step 11: Final adjustments and export your low poly model to FBX

     

    -Make sure your building is up to scale (not SimCity 4 scale), do check real measurements for the building and scale it down to RL contrepart scale. At my case, the RL building is 193 meters high. I'll scale it down to the real measurement. Cities skylines uses real measurements 1-1 meters.

    *Consider also building lot, in cities skylines every 8 meters is a block, configure Home Grid in 3dsmax to this statement. At my case this building will be 6x6 cities skyline blocks.

    -At  herarchy options, select Reset: "Transform" and "Scale" located scrowling in same windows above, this will reset any modifications you did with the scaling and transform tool to "0".

    -Same herarchy up scroll and look for  "Affect pivot only"

    -Tipe "A" to adjusts rotation snaps

    -Rotate 90° downwars mouse, leaving Y axis up, as in the following image...

    pic13.jpg

    -Exit Affect pivot

    -Having selected your low poly model, go to max main icon, and export / export selected...

    -Name your project model and select .FBX as export format.

    -In the export window, make sure units are at automatic or meters, up axis: z up (we manually fixed this, because not allways works as expected) and click OK to export it. Notice there would be warnings as Unsopported Xref scenes (used from SC4 model), just continue eveything is alright. Otherwise if you get an "error" thats not OK... would be a geometry glitch you did in the editable poly and you gotta fix that. Export to (drive):/ Users / (your main) / AppData / Local / Colossal Order / Cities_Skylines / Addons / Import.

     

    Notice: Make sure the same model file name is the same for textures. (except for ending _d, _n or _s)

     

    Step 12: Using Cities Skylines editor

    -Open cities skylines and open the editor.

    -Asset editor, new, select any theme..

    -Select building

    -At my case this one will be a ploppable residential tower, due lot size limitations (4x4 max, this one is 6x6)

    -Look for the building you did listed and select it.

    -Make sure to change scale to 100 from 1, then click continue...

    pic14.jpg

    -Do the lotting, make sure to add some roof junk props at roof  :)

    -Take some snapshots of your building, if you want to appear on game and showcase it at the workshop or here at stex...

    -When done save Asset at options.

    -Quit to main menu and open your main city in game and plop your new creation and test it out...

     

    pic15.jpg

    This one avalaible now at steam workshop... only 98 polys...

    -If you wish to share it at STEX, use .crp file to share located at (your drive):/ Users / (your main) / AppData / Local / Colossal Order / Cities_Skylines / Addons / Assets

    Hope you found this useful, anything to add or change, please leave it here  :)

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    You sir, are a legend! 

     

    Gracias Heblem, aunque no se hacer BAT's esto ayudara a los demas a transferir todas las maravillas que han creado a C:SL! Genial!

     

    Even though I can't BAT, this tutorial is sure to help all those who can transfer all the wonder's they've created into C:SL! Awesome!

     

    What's your Steam Workshop address?

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    Heblem, you are Jbte from Skyscrapercity, right? I had no idea you are on Simtropolis too! Awesome work man, can't wait for more  :)

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    You sir, are a legend! 

     

    Gracias Heblem, aunque no se hacer BAT's esto ayudara a los demas a transferir todas las maravillas que han creado a C:SL! Genial!

     

    Even though I can't BAT, this tutorial is sure to help all those who can transfer all the wonder's they've created into C:SL! Awesome!

     

    What's your Steam Workshop address?

     

    Heblem, you are Jbte from Skyscrapercity, right? I had no idea you are on Simtropolis too! Awesome work man, can't wait for more   :)

     

     

    Yes, my username also in steam.

    Also new building is here:

    http://steamcommunity.com/sharedfiles/filedetails/?id=415749524

    Notice I have changed the texture, the difference now... instead of changing rendering setup to default skyline, use mental ray for photorealistic details...

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    Really loving all of these custom skyscrapers, especially the NYC ones, great work heblem.

     

    As a side note, I saw these size comparisons posted in the workshop comments by steam user "obv", and I thought they were interesting:

     

    aZ74Cya.jpg

    QwvYZg9.jpg

    LoQEN5Z.jpg

     

    I personally do not mind custom buildings being scaled down a little bit, just because the biggest growable skyscrapers are so tiny in comparison to all of these user made buildings, but unfortunately the modding community has not settled on a standard scale yet. I've been very disappointed by a few buildings that were way too small to do justice to the real thing and some are just too big to fit in my current city since i'm not making Dubai or Manhattan. Thankfully it is simple enough to open up the asset editor and tweak the sizes of things for my own use. 

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    Excelente Heblem como siempre, saludos desde Mexicali.

     

    Excellent as always, kind regards from Mexicali.

     

    illustrations_tuzki003.gif1199412510025.gif


    My Hometown:

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

    65396a61dcfe8_3968f30b5aa468bc8fdf0ad48589fa77copy.jpg.e3f619655e9cda591aede0990bb670cf.jpg

     

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    As a side note, I saw these size comparisons posted in the workshop comments by steam user "obv", and I thought they were interesting:

     

    I personally do not mind custom buildings being scaled down a little bit, just because the biggest growable skyscrapers are so tiny in comparison to all of these user made buildings, but unfortunately the modding community has not settled on a standard scale yet. I've been very disappointed by a few buildings that were way too small to do justice to the real thing and some are just too big to fit in my current city since i'm not making Dubai or Manhattan. Thankfully it is simple enough to open up the asset editor and tweak the sizes of things for my own use.

    IMO it would be the best if everyone just models 1:1, so if person X wants all buildings at 75% of their original size they can just scale it by 0.75 without doing research about the original height and modeled height :)

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    It amazes me how much awesome stuff has come out in the past couple weeks. Makes me gitty what we'll see in a couple months/years if the support continues (Which I'm sure it will). Also great work Heblem.  :)

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    Might be a little negative, but those "from SC4 to CSL" conversion things make me kind of worried.

     

    While it might work well for some buildings it's not a real build, just a conversion. Textures might be ok but they'll just be "ok". And in most cases this kind of conversions will end in badly made textures and high poly count.  :ninja:

     

     

    Nobody can use an existing made-for sc4 building and make it good for C:SL (or CXL) without extensive rework. I respect everything that was made before and I respect the quality of what was released or SC4 but the requirements are completely different.

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    Might be a little negative, but those "from SC4 to CSL" conversion things make me kind of worried.

     

    While it might work well for some buildings it's not a real build, just a conversion. Textures might be ok but they'll just be "ok". And in most cases this kind of conversions will end in badly made textures and high poly count.  :ninja:

     

     

    Nobody can use an existing made-for sc4 building and make it good for C:SL (or CXL) without extensive rework. I respect everything that was made before and I respect the quality of what was released or SC4 but the requirements are completely different.

    I don't agree with you, however I understand requirements are different, each one are completely different games and modeling and texturing procedures are different (everyone has its own way for foing stuff).

    If you follow my tutorial, responding what is marked in bold, shouln't happen if you follow correctly and do a low poly editable, could happen about badly made textures if those are unwraped from huge buildings (which would require to work extensive on unwrap), but should work great with small buildings and homes. 

     

    Actually I think the best way in "quality" is doing those building in high poly, then do the normal mapping conversion to low poly, the only problem with SC4 buildings are scale that should be corrected to real life measurements.. nothing complicated and nothing to worry about...

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    Actually... if you do it well and care about precision it can be great, but some will take this as a super fast and easy way of doing this, and will rush things instead of doing it properly. That's what bothers me.

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    Actually I think the best way in "quality" is doing those building in high poly, then do the normal mapping conversion to low poly, the only problem with SC4 buildings are scale that should be corrected to real life measurements.. nothing complicated and nothing to worry about...

     

     
    Even though this seems obvious it is almost certain that for some maybe the results are short-changed by not keeping the perpectiva who will be modeling in high-poly specifically to the reduction and escape the problems inherent in high-low to normal map.
     
    For a one  text without much technicality maybe this guide is the  more usefull
     
     
    also based in this former Article
     

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    Some good stuff released on the workshop, you aren't going to get the same kind of detail compared to SC4 but the buildings look great so far 

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    Some good stuff released on the workshop, you aren't going to get the same kind of detail compared to SC4 but the buildings look great so far 

     

    Honestly, the overwhelming majority looks anything but good. Poor/missing LODs, quickly made specularity maps, bad UV mapping.. and the list goes on. Sure, there are some shining exceptions, but they are few.

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    Looks great to have Simcity4 BAT files on Cities Skylines.  How do you do it?

     

    I ask because I plan to try Cities Skylines for the first time.

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    Looks great to have Simcity4 BAT files on Cities Skylines.  How do you do it?

     

    I ask because I plan to try Cities Skylines for the first time.

    Scroll up a little bit in this thread.

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    On 3/20/2015 at 9:30 AM, Heblem said:

    Hello, just doing some testing, I managed to get my original HBS Wal-Mart from SimCity 4 to Cities:Skylines...

     

    hbswal.jpg

    This one is only 150 polys! againts the original one from SimCity 4 with 40k polys. I've used normal maping and unwraps for doing this build, I might transfer some other builds I have done for SC4 to Cities:Skyline...

     

    As for this Wal-Mart the only thing missing is the parking lot, im doing some personal props for those, due the game lot limits i'll leave the walmart alone and the parking lot would be separate by a different lot...

     

    Any new creation I do from now will do a version for both SimCity 4 and Cities:Skylines

    What do you think?

    when will you  upload this Walmart to the steam workshop   hbswal.jpg

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