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Mr_Maison

Free 3D Software and Resources for your Modelling Needs

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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.

 

3D Software:

Blender 3D- for everyone.

http://www.blender.org/

Blender training course http://gryllus.net/Blender/3D.html

 

Sketchup Make- for everyone

http://www.sketchup.com/download/all

 

Sculptris- for everyone

http://pixologic.com/sculptris/

 

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.

http://www.autodesk.com/education/free-software/maya

 

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.

 

http://www.cgtextures.com/

 

http://www.swtexture.com/

 

http://blender-archi.tuxfamily.org/Textures

 

http://architextur.es/

 

http://www.lughertexture.com/

 

maxTextures

Texturelib

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.

 

Tools:

ShaderMap 4 Now available free for non commercial use.

https://shadermap.com/home/

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.

http://www.autodesk.com/products/fbx/overview

 

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.

http://extensions.sketchup.com/en/content/cities-skylines-tools

 

OBJ Exporter for those using Sketchup Make

http://sketchucation.com/forums/viewtopic.php?t=33448

Cleanup, another good Sketchup tool

https://extensions.sketchup.com/en/content/cleanup%C2%B3     Thanks Darf!

GIMP is a free alternative to Photoshop

http://www.gimp.org/

 

Krita is a cool digital paint program also

https://krita.org/

 

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.

http://unity3d.com/get-unity

 

Unity Tutorials http://unity3d.com/learn/tutorials Thanks OwiHH!

 

 

Hope some of you find these useful *:)

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To anyone reading this thread, If you are serious about 3D modeling for Cities Skylines, I would NOT go the route of Sketchup! Yes it's probably easier to start off 3D modeling with but it has far less control than something like 3DS Max or Blender. Optimization of Triangles/Polygons is important for a game like Cities Skylines and you less control over that factor with Sketchup.

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    To anyone reading this thread, If you are serious about 3D modeling for Cities Skylines, I would NOT go the route of Sketchup! Yes it's probably easier to start off 3D modeling with but it has far less control than something like 3DS Max or Blender. Optimization of Triangles/Polygons is important for a game like Cities Skylines and you less control over that factor with Sketchup.

    Yes you're right about those issues. Modeling natively in Blender ,Max etc is highly recommended.

     

    But if you really want to use that Sketchup model you made in Blender, try using Alt-J to convert tris to quads and you get a cleaner model to work with. Not perfect but better than it came in. The simpler the model the better too. I just tried it out on a building I'm working on. Only one face remained with some triangulation. The rest is clean and easy to unwrap.

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    Sketchup is perfectly fine to use, you just need to know your stuff. You can make mistakes in Blender too, especially when you're new to it. I'd only recommend Blender over Skp in case you are not familiar with any of them.

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    Let's not be so hard on Sketchup. It just speaks it's own language but is a very capable 3D modeler. It's disadvantage is in exporting to be used in other software. It is mostly used by architectural visualizers, inventors, wood workers and many other professional fields who make some amazing art and products with it. Too many people think it's a slouch or a toy but it's not. I was able to make some low poly assets so far without any trouble but maybe that's because I been using it for years and know my way around it and how to use it with other 3D software. To imply it's not a "real" modeler is not fair. The funny thing is it's almost like SC4. The plugins made by users is what makes the difference in it's use. And you have to follow some fundamental rules like watching your normals and making sure they always face the right way etc.  I would say if you are a beginner at 3D and you want to get assets into the game faster, don't start with Sketchup because as shroomblaze points out, it's easier to model with but then there's a whole lot more to consider after that. But if you know your way around Sketchup, nothing should stop you from using it.

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    Sure, topic pinned.

     

    Thanks for creating & updating this, these types of resources always come in handy. :)

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    I think using blender or max or any "real" modeler is better.

     

    to be fair: Sketchup is actually the purest modeler in the roundup.

     

    all others have this included (and might have some tricks Sketchup doesn't) but rendering, texturing, animating etc... thats what the other programs main advantages are. 

     

    for my part i would never ever start modeling in eg. 3dmax or maya (mainly use c4d for modeling). it's no fun at all and lots of programs are better at it. they have great features for animation and rendering though.

     

    there's NOTHING you can't model in sketchup though it might take a lot more time than using a 3000$ all in one solution. 

    (try modeling a face in sketchup... no fun. building a house (with low polycount)? thats what its made for!)

     

    the comparison is just not reasonable.

     

    the main problem is an easy to use UV tool which is not present in sketchup of course. if Blenders UV mapping was as easy as modeling in Sketchup, beginners would have a joyride.

    are there any free UV mapping alternatives?

     

    EDIT: Roadkill UV (also works with sketchup)

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    Hello,

     

         I'm new and wish to tryout modding, but have a question on software as I have a Mac.  Would I use Blender software to generate the items (starting out with structures/buildings) or is there a better program to utilize?  I have Adobe Illustrator CC, but didn't notice the (.fbx) as an export option. Thanks for your time and advice!

     

    Regards,

     

    Cryptec

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    FBX is a model format, not an image format. You need 3D modeling software for this, like Blender. Adobe Illustrator is just a 2D drawing program.

     

    A note about Sketchup: Sketchup is very, VERY innefficient when it comes to poly-count. Sketchup quickly cranks up the poly-count, which can destroy a game's performance when you use that model in-game. I have this experience from modding in Euro Truck Simulator 2, where with some remodeling of Sketchup models in Blender, I could easily reduce the poly count by more than 80%


    Read the Readme or drown in bugs and glitches; the choice is yours...

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    A note about Sketchup: Sketchup is very, VERY innefficient when it comes to poly-count. Sketchup quickly cranks up the poly-count, which can destroy a game's performance when you use that model in-game. I have this experience from modding in Euro Truck Simulator 2, where with some remodeling of Sketchup models in Blender, I could easily reduce the poly count by more than 80%

    thats not true. you can totally mess up meshes in 3ds, c4d, silo, blender or what ever. i can do this in seconds.

    this forum is full of threads proving exactly this. the user has to care about it.

    there's absolute no reason to believe a beginner would create a cleaner mesh in 3ds than in SU. the opposite might be the case imho.

    if you think SU actually does mess the polycount in a way other cad programms don't: _please provide a reliable source_.

    just have a look at some youtube hardcore modelling vids and you'll be amazed how clean and fast some ppl work with only SU's buildin tools. i tried finding a single thread regarding this polycount issue on cgtalk.com (THE board for cad) ... without any luck. it's hard to find any thread with problems regarding modelling in SU.

     

    contrary searching for eg "blender ui" results in the expacted.

     

    saying blender will automatically reduce polycount by 80% is pure nonsens... funny nonsens though.

    the first blender mesh i did was the cleanest mesh with lowest polycount ever. cause i couldn't even figure out how to create a box

    ( this was more than 10 years ago and youtube didn't had tutorial for everything back then. but the ui hasn't changed to much :D)

     

    if you'r taking about ngons ... it's 2015 - all those programms make use of them - visable or hidden.

     

    Sketchups problems are not its modelling features.

    if you think sketchup sucks just say it. but don't try to bash it's patented core features any other cad software would love to implement.

    if you know what you'r doing the cad programm doesn't matter at all. you just seem to be most conftable in blender.

     

     

    (i'm a c4d user)

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    A note about Sketchup: Sketchup is very, VERY innefficient when it comes to poly-count. Sketchup quickly cranks up the poly-count, which can destroy a game's performance when you use that model in-game. I have this experience from modding in Euro Truck Simulator 2, where with some remodeling of Sketchup models in Blender, I could easily reduce the poly count by more than 80%

    thats not true. you can totally mess up meshes in 3ds, c4d, silo, blender or what ever. i can do this in seconds.

    this forum is full of threads proving exactly this. the user has to care about it.

    there's absolute no reason to believe a beginner would create a cleaner mesh in 3ds than in SU. the opposite might be the case imho.

    if you think SU actually does mess the polycount in a way other cad programms don't: _please provide a reliable source_.

    Sketchup does the following automatically:

    - All polygons are double-sided; all of them have a front and a back face, doubling the number of polys by default. Most of the time, the back-face will not be used and for C:SL, this holds also true, since you don't go inside buildings.

    - Quite a few models I've seen in the Sketchup Library have all details modeled instead of textured. While this is the way to go in SimCity 4, this is not the way to go in C:SL or any other full 3D game. Truth to be told, there are also quite a few models with textured details

    - Any round shape boosts up the poly count, and in Sketchup, I have yet to find any modifier that controls the smoothness of a surface. Do I need to have a super-smooth model for a tiny car that can barely be seen?

    saying blender will automatically reduce polycount by 80% is pure nonsens... funny nonsens though.

    You interpreted that wrong: I never said I could do this automatically. I said I could EASILY bring down the poly count by remodeling the model into a much more poly efficient model.

    the first blender mesh i did was the cleanest mesh with lowest polycount ever. cause i couldn't even figure out how to create a box

    ( this was more than 10 years ago and youtube didn't had tutorial for everything back then. but the ui hasn't changed to much :D)

    Blender has a steep learning curve. But I got used to it. With enough dedication, you can still work perfectly fine with it. With SketchUp, I always feel a lack of control when it comes to texturing or controling smoothness. Neither application is perfect. But any tool is as good as the person who controls it.

    For the record: I did try a tool called ZModeler, and that tool is REALLY annoying. And the worst part is that it's rentware!

    if you'r taking about ngons ... it's 2015 - all those programms make use of them - visable or hidden.

    It's not about the possibility; it's about the perfomance issues they may pose to the game engine. That's my whole point.

     

    Sketchups problems are not its modelling features.

    if you think sketchup sucks just say it. but don't try to bash it's patented core features any other cad software would love to implement.

    if you know what you'r doing the cad programm doesn't matter at all. you just seem to be most conftable in blender.

    1. I'm actually more comfortable with 3D Studio Max, but that doesn't work with the game I was modding (Euro Truck Simulator 2). And it was either Blender or ZModeler for that game...

    2. Sketchup is not terrible. It's just not the most fit program for this particular job. Other tools can deliver much more efficient models than Sketchup does.

    Best,

    Maarten


    Read the Readme or drown in bugs and glitches; the choice is yours...

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    Sketchup works just fine. So far no problems on my end. I read your post (Mandelsoft) the day you posted it and since then went to investigate if your complaint about Sketchup had any merit before I reply. So far I see no evidence that Sketchup is inefficient at all for Cities Skylines. Like I said before, if you know what you're doing with it, it's no different than any other 3D software besides some import/export options (which is changing as we speak). The trick may be that there are some things to consider with Sketchup that are not as obvious or convenient as some other apps. A big part of using Sketchup is using plugins to reach your goals the same way you use mods for SC4. For example there's a plugin that removes back faces and some that aid with UV mapping etc. We have a plugin in the works specifically for export to Cities Skylines that Shelltoe and a Sketchup developer (ThomThom) is working on. So far it works great and when finished, I can say hands down will be the most user friendly way for creators to get content into the game compared to other 3D packages. See this thread https://forum.paradoxplaza.com/forum/index.php?threads/modeling-with-sketchup.837565/page-5&_ga=1.53807147.224263689.1426027755

    So to discourage anyone from using Sketchup is spreading false information.

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    Lol, I've been finding free models on the 3D warehouse and exporting them from Sketchup and importing them in 3ds max and uploading them to the workshop. +1 for Sketchup.

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    Sketchup does the following automatically:

    - All polygons are double-sided; all of them have a front and a back face, doubling the number of polys by default. Most of the time, the back-face will not be used and for C:SL, this holds also true, since you don't go inside buildings.

    - Quite a few models I've seen in the Sketchup Library have all details modeled instead of textured. While this is the way to go in SimCity 4, this is not the way to go in C:SL or any other full 3D game. Truth to be told, there are also quite a few models with textured details

    - Any round shape boosts up the poly count, and in Sketchup, I have yet to find any modifier that controls the smoothness of a surface. Do I need to have a super-smooth model for a tiny car that can barely be seen?

     

     

    You interpreted that wrong: I never said I could do this automatically. I said I could EASILY bring down the poly count by remodeling the model into a much more poly efficient model.

     

     

    Blender has a steep learning curve. But I got used to it. With enough dedication, you can still work perfectly fine with it. With SketchUp, I always feel a lack of control when it comes to texturing or controling smoothness. Neither application is perfect. But any tool is as good as the person who controls it.

    For the record: I did try a tool called ZModeler, and that tool is REALLY annoying. And the worst part is that it's rentware!

     

    It's not about the possibility; it's about the perfomance issues they may pose to the game engine. That's my whole point.

     

     

    1. I'm actually more comfortable with 3D Studio Max, but that doesn't work with the game I was modding (Euro Truck Simulator 2). And it was either Blender or ZModeler for that game...

    2. Sketchup is not terrible. It's just not the most fit program for this particular job. Other tools can deliver much more efficient models than Sketchup does.

    Best,

    Maarten

     

     

    - the poly count doesn't get changed at all if you found the export options for double sided faces yet. my c4d does this too btw and i'm pretty sure your CAD programs have options for it aswell (maybe not as default) as its wanted/needed sometimes.

    BTW double sided faced =/= coplanar faces. did you mix those up?

    just like SU always uses UV mapping. other CAD programms do this too but have build in box- , planer- ,spheremapping options which basically create the desired UV map.

    - which "Sketchup Library" are you talking about? the warehouse? which basically is the steam workshop for SU with user made creations? of course it's full of trash? i thought we are discussing the possibility to create proper meshes in Sketchup. not a workshop handled by a different company. but ok...

    SC4 used a completely different technique btw. they are baked scenes kinda. not really a 3D modell we try to use now. you didn't had to care about the polycount cause its just pixels in the end. another reason lots of trash is produced and ppl think 60k polys are np imho.

    - so if you use unmodified primitives (which don't even show seperate faces at all by default) to create your modell the mesh will suck? thats true for any CAD programm. in C4D i have to convert my primitives to make them editable and merge them or i wont be able to export anything to CSL.

    well played maybe you don't like the workflow and maybe he's not good at it but he does it doesn't he? i guess he would be able to create something similar just less or even more accurate.

    DhML9d4.jpgSdQEVE7.jpg

    SU is made for lowpoly modelling.

    Of course eg in C4D i could do it even smoother using vectors/splines and lots of nurbs but how does this help in any game engine?

    maybe it does if you try to create a AAA CG movie. maybe there's a SU extension doing exactly this.

     

    please sources regarding the broken polycount in SU! not your opinion.

     

    of course if I don't know what I'm doing in sketchup but in blender I'll be able to clean the mesh drastically.

    calling out an easy 80% drop is still a joke. (thats 1000 polys -> 200 polys pls show us this SU modell)

    i can create meshes in SU and you won't have to and wont be able to remove a single triangle in Blender.

     

    yeah there is no performance issue. if there is elaborate it eg using a source or sampledata.

     

    after all it seems clear you like blender but obiously didn't like SU while trying it. thats fine and no problem at all.

    i still would like to know why a beginner would create a cleaner mesh in Blender, C4D or 3DS.

    of course you're no beginner so take a step back from your personal pov.

    you basically skipped the actual modelling part entirely.

     

    i'm not trying to advertise sketchup in any way. it's uv mapping is just horrible.

    basically every export behaves strange cause they seem to use inches as internal unit which no other CAD does. they use just raw values.

    but i dislike bashing a actually good program for its core feature which hasn't been explored by a board moderator and blender user (who got used to it - thats like everyone using blender).

     

    XUppKzc.jpg

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    Blender is now also on Steam for free. Just a heads up.


    To boldly build where no one has built before.

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    http://unity3d.com/learn/tutorials

     

    tutorials are very nice - pro-like teachers there

    good if you wanna find out more about #c and unity and how unity handels game engine / graphics / UI


      Edited by OwiHH  
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    http://unity3d.com/learn/tutorials

     

    tutorials are very nice - pro-like teachers there

    good if you wanna find out more about #c and unity and how unity handels game engine / graphics / UI

    Thanks! :thumb: Added to the first post. And welcome!

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    Wow, quite a debate about the merits of sketchup vs. blender. I've decided that I'm going to jump into the rabbit hole and make my best effort at learning 3D modeling. I downloaded both programs. Can anyone tell me, for a $%&^!, which is better for learning the concepts of 3D modeling? I need to walk before I can run, and though I have a background in art and design and am skilled in 2D graphics, I've never done this before. I'll take all the advice I can get.

    And I'm taking applications for mentors too! :)

    OK, that's weird, the site converted the word N-O-O-B into a hidden expletive. Is newbie acceptable?

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    Sketchup is far and far easier to get into. While 3ds Max has a ton of options for 3d modeling. Sketchup is far easier to get into.

    For normal maps, this is a very easy tool for Photoshop to get good normal maps done: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop.


      Edited by Darf  
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    Sketchup is far and far easier to get into. While 3ds Max has a ton of options for 3d modeling. Sketchup is far easier to get into.

    For normal maps, this is a very easy tool for Photoshop to get good normal maps done: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop.

    Thanks for that Darf! Added to the first post.

     

    Wow, quite a debate about the merits of sketchup vs. blender. I've decided that I'm going to jump into the rabbit hole and make my best effort at learning 3D modeling. I downloaded both programs. Can anyone tell me, for a $%&^!, which is better for learning the concepts of 3D modeling? I need to walk before I can run, and though I have a background in art and design and am skilled in 2D graphics, I've never done this before. I'll take all the advice I can get.

    And I'm taking applications for mentors too! :)

    OK, that's weird, the site converted the word N-O-O-B into a hidden expletive. Is newbie acceptable?

    Sketchup is very easy to use and you will enjoy it faster. This is a great site to find help and info http://sketchucation.com/forums/

    With a background in art, you should have a good advantage with 3D modeling. It's good to also learn the universal principles used across all 3D modeling programs and terminologies like XYZ, the basic most used texture map types (diffuse, specular, bump, normal, alpha, etc) and how to prepare your textures for use on the models as the textures are what really makes the difference.

    All the best on your journey.

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    I would choose Blender. It produces better results, even if it is harder to learn. The transition to Blender is really difficult if you started with Sketchup.

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    I found some more nice resources and figured I'd share with you guys. Mostly textures, but you can never have too many sites for textures. :D

    maxTextures

    Texturelib

    Nobiax on deviantart (textures including normal and specular maps, some 3d models)

    AGF81 on deviantart (textures, some normal and specular maps)

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    My workshop items

    Catch my latest project and future plans on my Patreon page

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    And some more online texture libraries, because MOAR. :D

    http://www.sketchuptexture.com/p/textures.html -- Have to create an account and limited to 15/day, but some nice textures (especially in the Tadao Ando section, perfect for when I get around to creating some of his buildings for Cities Skylines) and all seamless.

    https://cloud.blender.org/p/textures/# -- This one comes with an add-on to be used directly in Blender (Haven't tried it myself because I use 3dsMax but might be interesting?)

    Oh and just discovered this one: https://www.arroway-textures.ch/en/textures "low res" versions are free to download and includes custom made bump/spec for all textures. Tasty.

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    I have a few models made in sketchup that i would like to turn into RICO residential buildings. What goes after having the model? I'm new and i feel so stupid LOL :) (used the sketchup native textures just for refference cause i have no idea about texturing for CS)

    rics1.jpg

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    On 11/18/2016 at 8:19 PM, haus5 said:

    I have a few models made in sketchup that i would like to turn into RICO residential buildings. What goes after having the model? I'm new and i feel so stupid LOL :) (used the sketchup native textures just for refference cause i have no idea about texturing for CS)

    Forget it. Using the native SketchUp textures (multiple of them) makes it very hard to import the model.

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    On 11/18/2016 at 9:19 PM, haus5 said:

    I have a few models made in sketchup that i would like to turn into RICO residential buildings. What goes after having the model? I'm new and i feel so stupid LOL :) (used the sketchup native textures just for refference cause i have no idea about texturing for CS)

    You have to put the textures you're going to use in one texture (which has a size in powers of 2 e.g. 512x512 or 1024x512 etc) and then use UV mapping to put them on the parts you want. There are also multiple types of textures, like for example for reflections, bump, and glowing windows... Add me on steam and I can help you get started.


    Ronyx rhymes with electronics...  

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    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

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