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Ladygrace

Can someone critique these custom Buildings?

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Hi, i have made some random buildings but i dont even own the game sadly. I am wondering if someone can critique these buildings i have created.

 

I haven't been able to get any in-game pictures for the buildings so all i can do it link to sketchfab to view them :(.

As for the textures i know some are off but i am not very good at all with photoshop yet as i am learning.

 

Any feed back will be greatly thanked :)

 

First Building:

https://skfb.ly/DQOD

 

Second building:

https://skfb.ly/DSwX

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I like them, although I'm a bit curious why you made them if you don't own the game. Are you planning to purchase the game soon? I'd definitely like to see these in the workshop.

 

The one critique I have is that the glass on the edge of the balconies on the second building looks a bit weird being totally reflective like that. I don't think lighting works that way in the real world, though to be fair I don't know if there is any way to get the correct specularity and transparency of free standing glass on in-game textures, since I don't think you can make a textures that are partially transparent and partially reflective (someone please correct me if I am wrong.)

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They're great! The first one looks very British.


"Time is a valuable thing

Watch it fly by as the pendulum swings

Watch it count down to the end of the day

The clock ticks life away"

Linkin Park - In The End

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I think the relative scaling of doors, the floors and windows are a bit odd compared to the rest of the building. For Example, the second building has a door on the balcony that is way smaller than the front door.
 

 

I like them, although I'm a bit curious why you made them if you don't own the game. Are you planning to purchase the game soon? I'd definitely like to see these in the workshop.

 

The one critique I have is that the glass on the edge of the balconies on the second building looks a bit weird being totally reflective like that. I don't think lighting works that way in the real world, though to be fair I don't know if there is any way to get the correct specularity and transparency of free standing glass on in-game textures, since I don't think you can make a textures that are partially transparent and partially reflective (someone please correct me if I am wrong.)

 

You can make something partially reflective by setting specular in between black and white, but for transparency, its a either 100% transparent, or 100% opaque. (Even with a value of black somewhere in the middle, lets say 45% black, it'll make it white, and be opaque) I haven't tried 50%, so if anyone wants to try that, I'm curious what the game engine decides to handle that value.

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  • Original Poster
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    I like them, although I'm a bit curious why you made them if you don't own the game. Are you planning to purchase the game soon? I'd definitely like to see these in the workshop.

     

    The one critique I have is that the glass on the edge of the balconies on the second building looks a bit weird being totally reflective like that. I don't think lighting works that way in the real world, though to be fair I don't know if there is any way to get the correct specularity and transparency of free standing glass on in-game textures, since I don't think you can make a textures that are partially transparent and partially reflective (someone please correct me if I am wrong.)

     

     

    I think the relative scaling of doors, the floors and windows are a bit odd compared to the rest of the building. For Example, the second building has a door on the balcony that is way smaller than the front door.

     

     

    I like them, although I'm a bit curious why you made them if you don't own the game. Are you planning to purchase the game soon? I'd definitely like to see these in the workshop.

     

    The one critique I have is that the glass on the edge of the balconies on the second building looks a bit weird being totally reflective like that. I don't think lighting works that way in the real world, though to be fair I don't know if there is any way to get the correct specularity and transparency of free standing glass on in-game textures, since I don't think you can make a textures that are partially transparent and partially reflective (someone please correct me if I am wrong.)

     

    You can make something partially reflective by setting specular in between black and white, but for transparency, its a either 100% transparent, or 100% opaque. (Even with a value of black somewhere in the middle, lets say 45% black, it'll make it white, and be opaque) I haven't tried 50%, so if anyone wants to try that, I'm curious what the game engine decides to handle that value.

    I honestly dont plan to own the game i was just bored and made them. I can change the spec map, or create a new texture for the balconies as there is still abit of room on the defuse map.

     

    And yes the door scaling i noticed once i posted it so i will have to sort it out, i think i will change the balcony location a bit, as for the roof i am having trouble making it better on the dome. Thank you for your feed back :)

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