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Looking good ;). For better screenshot quality, try to max out your settings and use this mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=406629464

Also using a Euro map/colorcorrection helps a lot, it is far more colorneutral. Looks like you are using a boreal map/colorcorrection, as your shots look very blue.

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What can also be helpful is the Moving Sun mod, which allows you to change the sun's position in real time. The fine controls are a bit finicky to play with, but with a bit of patience you can make beautiful shots with it, regardless of what biome or LUT you use. When I take screenshots, I usually move the sun to a position quite low on the horizon, resulting in nice long shadows and warm sunrise/-set colors that really pop.

One example (featuring some of your buildings - you'll obviously need to zoom in a bit closer for Workshop images, but you get the point):
54msg1M.png

Oh, and almost forgot: thanks again for yet another superb little building! :thumb:


  Edited by Judazzz  
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    My god ! Thanks a lot Feinbold ! Just have a look and compare with the last pic !

    wbPOZlO.jpg

     

    :D:D:D

    I have to take screnshots of every building I did to update each Steam asset ! I will do it to "prepare" After Dark :)


      Edited by Attercap  
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    I just spotted an error in many of your building descriptions:

    "3x2 or 3x3 or 3x3" should be "3x2 or 3x3 or 3x4)

    Footprint sitzes you have so far:

    Level 1:

    L1 1x2: The Pitt Building

    L1 3x2 The Morgan Building

    Level 2:

    L2 1x2: The Daisy Building

    L2 1x3: The Steinman Building

    L2 2x3: The LaFayette Building

    L2 2x3: The Hoffmann Building

    L2 3x2 The Rochester Building

     

    I would suggest you to make a L1 2x3 building. And some buildings with a width of 4.


      Edited by boformer  
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    Nice building already added!

    You can also use a fieldblur in photoshop to really seperate your building of the rest.

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    Boformer, the two next buildings are level 1 -  2x2 and 2x3. For the Xx4 I'm not sure ; I dont know if most of people create cities with 8-tiles depth blocks or some use 6 depth or even less. I will do some Xx4 buildings but they are not my priority - I have to complete the missings parts and create corners (4 corners buildings at least.)

    About corners, which footprint do I have to privilege ? (I was thinking about 1x2 and 2x3 for each level.)

     

    Thanks Darf but I use these screenshots to advertise my others creations too :D


      Edited by Attercap  

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    Boformer, the two next buildings are level 1 -  2x2 and 2x3. For the Xx4 I'm not sure ; I dont know if most of people create cities with 8-tiles depth blocks or some use 6 depth or even less. I will do some Xx4 buildings but they are not my priority - I have to complete the missings parts and create corners (4 corners buildings at least.)

    About corners, which footprint do I have to privilege ? (I was thinking about 1x2 and 2x3 for each level.)

     

    Thanks Darf but I use these screenshots to advertise my others creations too :D

    I think I'd go for 2x2 and 3x3 (based on my experience with Feindbold's buildings, 2x3 at times is a bit awkward, as it doesn't allow for 3x3 on either side - same with 1x3 in combination with 2x2 buildings): this way they align nicely with all your existing buildings (which are all 2 or 3 tiles deep).

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    Yes but if there is just one tile ? So, with a theme no building will be builded at this "small" corner ?


      Edited by Attercap  

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    Your best building so far. IMO

    I'm learning, I'm learning ! It's why.

    I need to add life to these buildings. I'm quite afraid with cracks on the bricks, because of the repetitive patterns...

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    Yes but if there is just one tile ? So, with a theme no building will be builded at this "small" corner ?

    Good point, didn't even think about that.
    Obviously it's completely up to you, and to be honest, I'm happy with whatever you come up with, regardless of size - so far, everything you released is just awesome!

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    Looks nice, especially the roof. I would add a drop shadow or outer glow under the green sign though. It looks really flat atm.

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    Looks nice, especially the roof. I would add a drop shadow or outer glow under the green sign though. It looks really flat atm.

    I will suppress the green sign ; text is too much pixelised. :)

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    You could also do a point light on it in photoshop, so it looks if it is painted on.


      Edited by Darf  

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    A point light ? Could you give me more details ?

    (The sign has been deleted in the Steam version.)


      Edited by Attercap  

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    Well like here 's one of my masonry textures, with some graffiti pictures on top of them:

    voorbeeld2.thumb.jpg.a7380d030a1641b9d3a

    They don't really blend in. So to make it look like real graffiti, you select the layers and above the layerselection there is a dropdown box which says normal. You can change that to change the way the layers interact with eachother. In this example I changed it to "bedekken." Which means cover, but you can also use hard light, soft light or point light. Now it takes the the structure of the brick with colors of the graffiti.

    voorbeeld1.thumb.jpg.83c3058b8be471dcb9c

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    Well like here 's one of my masonry textures, with some graffiti pictures on top of them:

     

    They don't really blend in. So to make it look like real graffiti, you select the layers and above the layerselection there is a dropdown box which says normal. You can change that to change the way the layers interact with eachother. In this example I changed it to "bedekken." Which means cover, but you can also use hard light, soft light or point light. Now it takes the the structure of the brick with colors of the graffiti.

     

    There is a similar option in Gimp, if anyone is interested:

    fTt44yj.png?1

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    Thanks. I was working with "incrustation" previously but I prefer your solutions (even if I dont use Gimp. :) )

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    Nice as usual.

    I would roughen up the stone texture a bit, you're buildings look really clean at the moment and I think the windowfront closest is not properly uv mapped.

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    Nice as usual.

    I would roughen up the stone texture a bit, you're buildings look really clean at the moment and I think the windowfront closest is not properly uv mapped.

    ERf ! It's weird I didnt saw it ! It's a Sketchup texture bug which can happens when you rotate textures... * sigh * I will correct it with After Dark...

    My buildings looks clean, but I think it's pretty hard to make some cracks and to avoid be repetitive, especially on bricks.

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    Well, I'm not sure, but you don't tile your textures right?
    Doesn't have to be cracks, but just some dirt, color variation. Here's some textures, which you can use to overlap and create a bit of variation, but you can also make your own.

    Bump2.thumb.jpg.c7f191fc5378384be75a6b6aBump3.thumb.jpg.93c1b2712c23184d63930126

     


      Edited by Darf  
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    Lovely building, as always, I unfortunately for now I foresee a problem: as far as I know, there are no L1 2x2 corner buildings for low-density commercial, so it may be impossible for this building to spawn. Unless regular buildings of the same footprint can upgrade to corner buildings (not sure if that's the case - anyone?)

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    There is a L1 2x2 corner (how can I take this screenshot, if not ? :D )

    But I will release tomorrow a level 1 2x2 corner. It's more or less finished. And it's awesome :D

     

    I tile my textures. But big, big, big tiles (something like 10 meters x 3 meters brick texture.) I will try with your pictures. I found a really nice dirty cornice texture, I used it for the Burnham Building (the corner level 1 I will release i an few days) and it looks better, even it's just the cornice (more or less the thing we saw the most, with the roof texture)


      Edited by Attercap  
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    There is a L1 2x2 corner (how can I take this screenshot, if not ? :D )

    But I will release tomorrow a level 1 2x2 corner. It's more or less finished. And it's awesome :D

    Can't wait to see it!

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    Here is the new corner !

    One building, for roof colors... it's not the colormask... Some suggestions ? :D

    w9nl8aR.jpg

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    Looks nice and clean! Are you asking why the roof has different shades? Could be normals direction, it looks biased in the direction of each corner, not really a problem as far as I'm concerned it happens to a lot of buildings. ;)

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    Yes but the LOD has always the same roof color. Sauf when you zoom ... it's odd. I have a lot of problems with my buildings about that.

    After Dark is not Sketchup-users friendly. When you rotate a texture in sketchup it was okay in game. With after dark, when it's the dauwn for example, the horizontal light "brokes" all the textures which have been rotated. Have a look on the roof of the Morgan Building... :(

    I will probable have to retexture some buildings in totallity, with Blender... :( If someone has an idea.... !

    sgf8PLM.jpg

    T1vS35s.jpg


      Edited by Attercap  

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    Did you try decreasing the depth of your normal map?

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