I have become more familiar in 3Ds Max and even gained enough expertise in it over the past few months that I think my skill level is approaching a point where I think I am good enough to start making mods for Cities: Skylines. I started practicing in 3DsMax to make brick rowhouses for the game Banished but since I am more interested in Cities: Skylines now and my buildings were practice so I can mod C:S, I decided to start a new project of making buildings just for Cities: Skylines.
I whipped this building up over the course of 4-7 hours today. It would have taken only 1 or 2 hours had I not made a ton of mistakes that required me to start from the beginning.
It will normally grow on a 4 tile wide x 3 tile deep lot with the ability to grow on a 4x4 lot with a backyard.
FYI, I plan on making a ColorMask for the outer 2 rowhouses so it could have more variety (bright red, pink, tan, and whitewashed).
Please give me feedback to help me improve the quality of my creations.
So I was recently looking at some Japan driving videos and got inspired to make some highway pillars.
I'm planning to make an entire set of various types of pillars in this style, even a 6cell over-canal pillar. (if it goes okay)
Tell me what you think about my first attempt, I need to nail the style and the details before I start making other variations.
Constructive criticism welcome, also any ideas.
By the way, do pillars have LODs like regular buildings? I should just make it just the pillar, without the small details - pipe, wires, supports.
Not sure when they're going to be done and available.
So I figured I might as well make a topic here, as this is most likely not gonna be the last time I ask for you guys' oppinion. If I remember, I'll post WIP and releases of my buildings here.
My current project is a bus depot that fits the european theme and I'm pretty happy with how it turned out - but I've ended up with two sizes of it and I just can't decide which I like the best and could see myself using both. So I'd love some feedback - which you prefer or if it makes sense to upload both of them.
The small one is about the same size as the default one and has the same stats. The large one has slightly higher stats, but as depots can spawn infinite busses there's no benefit to the bigger one. I purely made it this large as the ones I took inspiration from were this size or bigger.
Hi, i'm new and basically im trying to convert pre-textured 3d models of cars to assets for CS but im so lost on how to properly uv map or how to make a proper diffuse maps for a model that already has textures(in seperate files at that). . Heres a look at what im working on.
The models already have their own uv maps(right?) though they don't seem to include the wheels and they're organized weirdly..i can't rearrange or explode them in the uv editor without the models textures going allover the place and messing up.
And those are examples of the textures.
I've already looked at the two tutorials on steam related to making assets for CS but they're missing too much info and are more focused on models that aren't textured and overall didnt help me much at all. I know the basics to what type of texture maps cars need, and how to optimize the mesh to have less polys. If anyone can please help me i'd appreciate it.
I use 3dsmax 2015 but can also use blender
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