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  • Original Poster
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    I think for this week will be enough. New buildings already in the workshop.

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  • Original Poster
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    Please advise a map with the most flat (smoothest) terrain. I mean flat areas for building the city.

    255710_20160530222051_1.png

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    Clear lake maybe? Not sure if it's possible for growables to enable the flatten ground setting.

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    Holy smokes, you've been seriously busy lately! What a superb collection of uploads!
    I'm a bit busy in the next couple of days, but I'll try to have a bunch of screenshots of each of your new buildings before the end of the week, okay?

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  • Original Poster
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    36 minutes ago, Judazzz said:

    Holy smokes, you've been seriously busy lately! What a superb collection of uploads!
    I'm a bit busy in the next couple of days, but I'll try to have a bunch of screenshots of each of your new buildings before the end of the week, okay?

    This is a small part)

    It would be nice. Given that the sketchfab models does not work in Steam client.

     

    1 hour ago, Darf said:

    Clear lake maybe? Not sure if it's possible for growables to enable the flatten ground setting.

    I completely forgot about this map. It is necessary to try.

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    45 minutes ago, Prosper Merime said:

    This is a small part)

    It would be nice. Given that the sketchfab models does not work in Steam client.

    Well, since I had some free time, I figured I might as well take some screenshots straight away (I was dying to see them in-game anyway ;) )
    I put all pictures in one album, and I think I captured them all: if I forgot some, let me know.

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    3 hours ago, Prosper Merime said:

    Please advise a map with the most flat (smoothest) terrain. I mean flat areas for building the city.

    You can use Network Node editor mod to fix those front alignment issues  on the building, adjust the road nodes until its perfectly flat in the areas you need it.

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    Thanks @Judazzz, I've added screenshots to the assets.

    11 hours ago, Macronomicus said:

    You can use Network Node editor mod

    Haven't used this mod. Confused that this alpha version.

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    Hmm, I got the same problem as Prosper, the models can't seem to be displayed in Sketchfab via steam. I reported this on the sketchfab boards, but it doesn't seem to be a problem for other people. Anyone has a problem with this?

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    On 5/31/2016 at 6:51 AM, Prosper Merime said:

    Haven't used this mod. Confused that this alpha version.

    Well, he wants to add more features, so he calls it alpha.  Right now you can only raise/lower each segment of road/wall/quay/etc with keyboard buttons, its awesome! I

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    On 31-5-2016 at 3:41 PM, Avanya said:

    I have the same issue. @TimTheTerrible[NL] and I talked about it the other day. It never worked as great as in a real browser for me, but now it's not working at all.

    I reported this issue to Sketchfab and they seem to have fixed it! So people can use their models again.

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  • Original Poster
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    I don't know what to do. Doing this building https://goo.gl/maps/pxavmjot3ZG2.

    Without extruded windows - 3700 tris; with extruded - 16872

    2016-07-04_02-43-54.thumb.png.4ebf32a93a2016-07-04_02-46-07.thumb.png.00b4bbcab0

     

    2016-07-04_03-47-59.png.2f109951f9e4c8a1

     

     

    There is another variant - to remove all the window polygons and create a large mirror (specular) polygon in back. But there will be no window frames. ~3500 triangles less

     

    2016-07-04_02-55-29.thumb.png.c6af4e03a7

     

    + 1500-2000 tris to complete.

    Each of these options gives different results. Which will you choose?

    2016-07-04_02-43-54.png

    2016-07-04_02-46-07.png

    2016-07-04_02-55-29.png

    2016-07-04_03-47-59.png

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    On 5/30/2016 at 5:55 PM, Judazzz said:

    Well, since I had some free time, I figured I might as well take some screenshots straight away (I was dying to see them in-game anyway ;) )
    I put all pictures in one album, and I think I captured them all: if I forgot some, let me know.

    We should all probably hire you to make our Steam Screenshots :)

    Prosper your buildings look great! :thumb:  3700 tris is not bad.

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    I'd pick the variant without extruding, 16k is just a tad too much. Maybe make a plane behind it and divide it up in sections for the window lighting. You could also try and reduce the amount of points per window in 3ds Max, by welding points or you could try and use an alpha map.

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    7 hours ago, Mr_Maison said:

    We should all probably hire you to make our Steam Screenshots :)

    I most certainly don't mind taking a few screenshots for asset creators if they want some - as long as it doesn't become a day job ;) 

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  • Original Poster
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    I wanted to use an alpha mask for windows behind the building. Have to use for the facade.

    02.thumb.png.9048c863f375dff0fbf714d3d0701.thumb.png.6b1edb190cec684df1bf24e5615

    02.png

    01.png

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    You could also do a mix:

    2 layers of planes (one with transparent holes, one with glass/night lights) and one hexagonal cylinder per window (adds 12 tris per window). With smooth shading, the hexagon will look like a circle.

    It's hard to do that in Sketchup, though.

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    Not very hard, just need to split the planes in a seperate group.

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  • Original Poster
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    you mean it?

    And why 12? I have 32 tris per ring. With so many rings will be 8470 tris.

    Also need to use a x2048 texture for the 3 complete sides of the facade. I had planned to divide the facade planes into several polys for metal texture.

     

    2016-07-05_17-13-27.thumb.png.dd0064272f

    2016-07-05_17-13-27.png

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    You could use like 6 parts per ring and use smooth shading too cover it up. If you use 6, that's 12 tris.

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    I don't quite understand. Only 6 polygons per ring?

    I never did smooth shading.

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    First off, here is how you set smoothing groups in 3dsmax. You select the faces which you want apply a smoothing group (a round surface) to and press one of the buttons nummered 1-32. That's all.

    Here is a quick example of how to build up the mesh, alpha map and uv map in 3dsmax and sketchup. You will have to apply the alpha map in 3ds max, under textures> opacity map. The second surface is your specular/illumination surface.

    Clipboard02.png

    example.jpg

    example.skp

    example.max

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    If you use this method it should be 29 windows per floor x 14 faces per window x around 10 floors = 4k faces + some illumination and specular faces.

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  • Original Poster
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    This week I uploaded two new buildings. I hope you will like it.

    Next week I will try to upload the updated old items. Keep in mind that most growables will become the corner. Be ready to place them again.

    Many new buildings is expected in the next month.  Hopefully Darf will join to create a cascading residential buildings.

    5794cff099769_1a(1).thumb.png.729b21cf0d

    1a (1).png

    255710_20160724155114_1.png

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    They are all stunning, but that last one... wow! :D  What building is that IRL? I found a few nice building ships at East 79th street I'm working on at the moment.

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