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Darf

Darfs buildings | New releases

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    Thanks! I think you are right, it does look bright. I desatured the colors a bit and adjusted the pivot of the LoD.

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  • Original Poster
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    This is a project I have been working on and off since august: The Penobscot Building in Detroit. It's almost nearing completion on modelling: 

    6cBwqBx.jpg

    As you can see, there's tons of details to the building, so much so that I had to improve rendering quality to catch everything. With antenna and all I hope to finish at a bit under 20k tris.

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    That looks awesome. I love Art Deco! It would be cool if you also did the Penobscot Annex, an awesome Chicago School style building nearby, physically connected to the other building.

    On a somewhat related sidenote, I would love to see some floating skywalk props that would let people connect one building to another. I don't know if that's something you would do or not. It almost seems more like an @Avanyathing.

    Anyway, I'm looking forward to this.

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    What - something that transports humans? Are you saying conveyor belts aren't usable for people?! :O A skywalk prop would totally be possible to make, but people wouldn't use it. It would be purely a visual thing. But it's a cool idea for sure - I love the LenoTech building that comes with one. :D

    Woah that building looks like a ton of work! Will be amazing to see it start to get textures and really come to life! *:thumb:

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    My workshop items

    Catch my latest project and future plans on my Patreon page

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  • Original Poster
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    57 minutes ago, Avanya said:

    What - something that transports humans? Are you saying conveyor belts aren't usable for people?! :O A skywalk prop would totally be possible to make, but people wouldn't use it. It would be purely a visual thing. But it's a cool idea for sure - I love the LenoTech building that comes with one. :D

    Woah that building looks like a ton of work! Will be amazing to see it start to get textures and really come to life! *:thumb:

    Wouldn't you be able to create a path on it? People probably could use it as an overpass. And yeah, so far probably some 60 hours on modelling alone. Fortunately textures are not too hard and there's plenty of pictures.

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    That looks - big :D !  And lots of work.

    As I'm already here, I'd like to point out that I always get this error thrown by the Loading Screen Mod:

    Lyriclogo.Lyriclogo_Data
    Required in: 549335195.Lyric theatre_Data
    Workshop asset requires private content, seems like asset bug
    Lyriclogo2.Lyriclogo2_Data
    Required in: 549335195.Lyric theatre_Data
    Workshop asset requires private content, seems like asset bug

    I should probably check it before posting, but I wanted to let you know anyway.

     

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    4 hours ago, Darf said:

    Wouldn't you be able to create a path on it? People probably could use it as an overpass. And yeah, so far probably some 60 hours on modelling alone. Fortunately textures are not too hard and there's plenty of pictures.

    Not as a prop (I think), but a building could. I don't think they'd use it unless there are paths going down to ground level, which might mess with the ability to move it up and down as we please.


    My workshop items

    Catch my latest project and future plans on my Patreon page

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    It would be awesome if you could make it so cims would use it, but I'd still be perfectly happy with a purely cosmetic one.

    I don't know why, but I love skywalks. They're one of those little bits of city infrastructure that really just hit me the right way. Weird, I know.

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    An idea for skywalkers (huehuehue): 

    * Create the skywalk asset as a park, so it will serve something. Make it without paths or props, since adding props will indeed mess with move it. 

    * Skywalk will be placed by the end user anywhere it's required. 

    * Then the end user will draw ped paths him/her self. There are 2 ingame ped paths (ped and bike), they can be used inside the skywalk, so peds will actually use skywalks.

    If the model is closed (or even glass for that matter, I dont think someone mind it) it should look good enough, both for cosmetic and actual use. 

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    1 hour ago, R3V0 said:

    An idea for skywalkers (huehuehue): 

    * Create the skywalk asset as a park, so it will serve something. Make it without paths or props, since adding props will indeed mess with move it. 

    * Skywalk will be placed by the end user anywhere it's required. 

    * Then the end user will draw ped paths him/her self. There are 2 ingame ped paths (ped and bike), they can be used inside the skywalk, so peds will actually use skywalks.

    If the model is closed (or even glass for that matter, I dont think someone mind it) it should look good enough, both for cosmetic and actual use. 

    This was pretty much what I was thinking.

    And Darf, I didn't mean to hijack your thread. If we're going to discuss the idea of skywalks further we should probably create a new thread.

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    On 5-7-2017 at 3:25 PM, Turjan said:

    That looks - big :D !  And lots of work.

    As I'm already here, I'd like to point out that I always get this error thrown by the Loading Screen Mod:

    Lyriclogo.Lyriclogo_Data
    Required in: 549335195.Lyric theatre_Data
    Workshop asset requires private content, seems like asset bug
    Lyriclogo2.Lyriclogo2_Data
    Required in: 549335195.Lyric theatre_Data
    Workshop asset requires private content, seems like asset bug

    I should probably check it before posting, but I wanted to let you know anyway.

     

    It should be fixed!

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  • Original Poster
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    First ingame test:

    SUTBi5K.jpg

    Textures came out great I think, you can really see the wear and tear, but the repetition is hardly noticeable.

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  • Original Poster
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    m7hq3yF.jpgdgFxsbN.jpg

    For my next project I tried some use of the rotor shader for the roof windows. I´m getting some weird results though. As you can lit side all is fine, but the other side with shadows cast on them behaves weirdly. Almost full black, for the white areas on the alpha map. Anyone know what´s going on?

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    Released second project of my Detroit series: One Detroit Center. The rotor shader kinda proved to be a hard part in the end, although the result looks cool and applying it was easy. For some reason the sub building of the windows required road access. Took some effort to fix it. You can find it on the workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=1098486744

    dGd93Og.jpg

    yNIewL7.jpg

    ZUqyzgM.jpg

     

     

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    One thing I'm missing - that's detailed nightlights on your buildings. It'll make them totally glorious! 

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    6 minutes ago, Alexgru88 said:

    One thing I'm missing - that's detailed nightlights on your buildings. It'll make them totally glorious! 

    It actually has them.

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    9 hours ago, Darf said:

    It actually has them.

    I mean technique "by Zed" :rofl:

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    1 hour ago, Alexgru88 said:

    I mean technique "by Zed" :rofl:

    It's the same technique.

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    Superb work. This looks amazing.

    *EDIT - I was searching around for something completely unrelated, and I happened across a building I wanted to put out there as a suggestion. I know you probably have a titanic backlog of to-dos, but I wanted to at least put this in front of you because it's right up your alley.

    https://www.emporis.com/buildings/127621/sovereign-arms-long-beach-ca-usa

    No problem if you already have too much on your plate.

    And again, that One Detroit Center looks fantastic.

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    10 hours ago, Jasoncw said:

    Congratulations on the Penobscot Building. I know from experience what it's like making it. Good job. *:)

    Thanks! I must admit I studied your model a bit. :) Sometimes I wish I could take some textures from the SC4 models, would save so much time!

    On 3-8-2017 at 3:32 PM, Matthias King said:

    Superb work. This looks amazing.

    *EDIT - I was searching around for something completely unrelated, and I happened across a building I wanted to put out there as a suggestion. I know you probably have a titanic backlog of to-dos, but I wanted to at least put this in front of you because it's right up your alley.

    https://www.emporis.com/buildings/127621/sovereign-arms-long-beach-ca-usa

    No problem if you already have too much on your plate.

    And again, that One Detroit Center looks fantastic.

    I'll see what I can do, certainly not the hardest building to make and not really anything like it on the workshop, but the ground floors requires some imagination.

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    9 hours ago, Darf said:

    Thanks! I must admit I studied your model a bit. :) Sometimes I wish I could take some textures from the SC4 models, would save so much time!

    I'll see what I can do, certainly not the hardest building to make and not really anything like it on the workshop, but the ground floors requires some imagination.

    Ah, I didn't even notice that. Yea, when they're built on a hill, they take some readjustment.

    It's only if you have time and the desire. No pressure.

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    Released another Detroit building: http://steamcommunity.com/sharedfiles/filedetails/?id=1108451365 Not the hardest model, but having to create all files for the main building and the sub building is a bit of nuisance. Nonetheless looks quite detailed. :) And I think the little helipad is quite cool.

    M7crtMh.jpg

    P2IWXZi.jpg

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    Nice job once again. Great idea to put a helipad on top!

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    Darf your buildings add so much to the game- the overall quality, attention to detail and realism are stunning

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    I have ran out of superlatives for your work! Absolutely incredible.

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