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Avanya

Avanya's buildings (Update 7/1: Cargo rail stations released)

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Wow,really  great texturing work. :ooh:

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    Tyvm guys! ^^ The original's texture wasn't very good, so the improvement is high. I think I was a bit bored with texturing at that point. :P I've just updated the spherical tank, which went quicker than I expected. Not really any changes to the model (redid the UV map), but a nice and much more interesting texture. :) That leaves only my oil loading terminal and I've done all my oil assets. I also have a new one (or two) in the works. 4 tanks 1x4 squares (and maybe a 1x2 or something). When that's done I'm on to the ore assets to give them a nice update. :)

    Sphere tank comparison.jpg

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    I hate you. In a positive way, of course. But I hate you. (Translation: I wish I was that good at getting nice textures, but oftentimes, especially lately with 484758978934 houses to make, I've felt both incapable and demotivated from doing that.)

    Also, I want to walk up to that tank and rub my face on it. 

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    I so know the feeling of just wanting the texturing done - that's how the original ones turned out so boring. :P  And I currently have the benefit of having alot of time on my hands (and somehow I've found the patience to do detailing), which totally helps. And then I've definately picked up some tricks from you guys here! Sharing your UV mapping and texturing processes has been very helpful for me. :D 


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    Oh, I have plenty of time, too. Actually 24/7 worth of time. Benefits of being a bum who doesn't work or go to school :P (Currently, anyway.) I just get tired really fast, and I have a terrible attention span, so if it gets too complicated or takes too long, I just start cutting corners on the really fine details. Obviously not the medium/large details, as you can see with the WTC and other stuff XD

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    Yay! All my oil industry buildings are now updated. :D I've got a new one coming in the near future and then I think I'll move on to my ore buildings. After they are updated I'm hoping to do some larger than 4x4 ore and oil buildings (starting with ore). I'll share some WIP pic when that work starts. :) For now I'll leave you guys with a comparison shot and a look at the new LOD for my oil loading terminal (used an alpha map to get a little bit of detail and still have a low tris count).

     

    Oil loading comparison.jpg

    20160331171310_1.jpg

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    Holy smokes! I know it's been said before, but that texturing is amazing!


    Community Management Team Cities: Skylines Paradox Interactive

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    thanks for the update, your stuff is always great.

    here's what i've been doing with it

    mnxxgs4.jpg

    zGriPwo.jpg

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    Time for an update. :) Got my 1x4 oil tanks more or less done. I plan on making a 1x2 of it as well, but I'm wondering if more sizes would be nice. On the other hand it seems silly to have too many of basicly the same asset online. ;) 

     

    20160402173813_1.jpg

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    I wouldn't make too many versions since they all take up texturespace. These look classy. :)

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    2 hours ago, Darf said:

    I wouldn't make too many versions since they all take up texturespace. These look classy. :)

    Exactly. I'm thinking a 1x2 is handy too for those places where it's just not 4 deep. 3x2 is also a possibility. I'm thinking 1x3 and 1x1 would be overkill to make as well.

     

    Update: I just released the 4 tank version and the 2 tank version. Let me know if you think of other sizes that make sense like perhaps 3x2 (they'll connect in a T or something more interesting than just lines ;) ). Max 4x4 though as I'd like to still keep the growable size (tris might be a bit high for a 4x4 though). And now to actually play some Cities: Skylines tonight. :P 

    Smaller oil tanks3.jpg

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    Time for a little update! The excavator is getting close to finished. The LOD isn't done yet, but I'm very happy with the new model and texture - and just to prove how much I've learned since then (thanks to you guys here), it's lower tris and smaller resolution. :P  I can't wait to have my dump truck get the same kind of facelift :D 

    Old: 701 tris & 1024x1024 texture

    New: 555 tris & 512x512 texture

    20160407214127_1.jpg

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    Excellent looking excavator! Just a small request though... do you think you could make versions of these props replacing the "CAT" logo, similar to your Shell logos in your Oil growables set? I don't like to have real world brand names on my buildings and so it'd be nice. :)

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    Tyvm guys! :D  The LOD is prob gonna be a little higher than on the old one (which isn't very good), but atm I'm looking at something around 130. Gonna see if I can get it lower and still have it look nice.

    @Giveaway412 Not sure if I will, but I'll keep it in mind. I know you're not the only one who prefers no real world brands. :)


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    Looking amazing!

    Keep the CAT logos on IMO. It makes the scene look much more realistic.

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    No plans to remove the logo, but I might at some point make another version without/with a CS logo. :)

    LOD finished at 113, which I'm pretty happy with. The original LOD was my first LOD I believe, so I was very adamant about getting it below 100 tris :P The real difference of the two are the tracks - the old lod just had them as squares. I'm not sure how visible the difference is, but I just couldn't bring myself to do blocks like that again :P Let me know what you guys think! Is the visible difference in the game too small to warrant extra tris? Would you have done a more or less detailed LOD? I'm interested in hearing where you guys feel the line is when it comes to LODs. :) Some of my ore growables suffer from too simple LODs (which soon will be fixed).

    Pic for comparison of the two, though we'd never see them this up close in the game. :P

    LODs.png

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    2 hours ago, Avanya said:

    No plans to remove the logo, but I might at some point make another version without/with a CS logo. :)

    LOD finished at 113, which I'm pretty happy with. The original LOD was my first LOD I believe, so I was very adamant about getting it below 100 tris :P The real difference of the two are the tracks - the old lod just had them as squares. I'm not sure how visible the difference is, but I just couldn't bring myself to do blocks like that again :P Let me know what you guys think! Is the visible difference in the game too small to warrant extra tris? Would you have done a more or less detailed LOD? I'm interested in hearing where you guys feel the line is when it comes to LODs. :) Some of my ore growables suffer from too simple LODs (which soon will be fixed).

    Pic for comparison of the two, though we'd never see them this up close in the game. :P

    LODs.png

    I think the choice is yours actually.

    My advice is that you test it ingame. Set the game to the low graphics quality and zoom out until the lod kicks in... and then ask yourself "the details here and there... can I see the difference ? If I see a difference on the lod at this point, is it worth adding those tris or not ?"

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    I think the performance loss over 22 tris should be really low, especially considering how many times this model will show up in game. New one definately looks a lot better!

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    Ty for the feedback guys - the way you mentioned Cool_Z is how I usually test the amount of detail. :) So today my plan was to start retexturing the dump truck, but I got a little distracted. I've been messing around with some tests to see if I can do some interesting farms (always planned on doing farming and forestry stuff, but there are many distractions! :P ) and I've got something to share. My plan is to do 4x4 growables, 4x4 & 1x1 ploppables for decoration and some larger ones working with RICO (until we get larger growables one day). I wanted a decently low tris count and wasn't sure if I could achieve it, but it looks promising. My test (with all faces having the exact same texture - will change ofc!) is sitting 514 tris and a 2048x128 texture (not final). With some more variation in the texturing and maybe a few faces to break up the lines I think I can achieve what I want. :)

    20160411141829_1.jpg

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    You really got my attention now :)  I look forward to see your farm vegetation and how you will handle the texturing. I'm always impressed with your visual skills. Let me know if you are looking for any particular agriculture textures and I'll see if i have anything to help.

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    I tried to make a 1 wide by 8 deep field but it didn't look very fancy (it was literally a park with farm terrain, a hedge in the back and a small tree in the front). I look forward to seeing your farm fields!


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

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    I managed to let go of the farm fields for now and work on the dump truck as planned. Dam, that needed some cleaning up of the model and UV map! Clearly one of my first somewhat complicated models :P  Tris is the same, though I've done a few changes. I still need to do the alpha map for the railing as well as the LOD. Hoping to finish the rest tomorrow or Thursday. Then it's either back to the fields or on to the ore buildings. 

    @Mr_Maison Ty! I might just take you up on that. ;)  Gonna be a while still before the fields here have grown enough for me to get good pics for texture. :P

    20160412231035_1.jpg

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