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Vitoria90

Vitória90 bumbles through asset creation

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Olá. I'm Vitória, and I'm a bumbling mess of a brazilian film student who really likes her videogames. I decided to try and learn to 3D model so I can, among other things, add whatever I want to Cities Skylines. Hopefully you will like anything I post in here.

 

Starting with a brazilian flavoured asset, the Chevrolet Opala SS. http://steamcommunity.com/sharedfiles/filedetails/?id=772071278

This is like literally my second ever model and first ever texturework, so excuse the roughness, but I think I'll get the hang of this eventually.

 

Xt3lYBq.jpg

On a note, keep in mind I often change my Steam name and avatar. I generally keep the consistent 鈴木鈴 in there, but even it might change if I get bored.

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:D nice to see it actually works - may we see a improved texure version if you have more knowledge but anyway that the way to go! ;-)

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Olá Vitória, prazer e seja bem vinda! Eu também faço mods para o jogo Cities Skylines no tempo livre, então caso quiser compartilhar algumas ideias ou conhecimento, estamos aqui a disposição :) boa sorte!

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hard to say from here what cause the white lines.

Think it is a texture problem. If you can post the textures you used we my find something.

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The white lines are most likely texture bleeding, the texture contains white right after the edge of the face (but not on the face you're seeing white), so when the texture gets rendered on the object, it gets mipmapped or filtered because you're looking at an angle, and the white (which shouldn't be visible on the model) starts bleeding over the edge and becomes visible. You need to continue the same color/texture a few pixels after the edge. Basically the UV map edges should not go right to the edge of the color/texture but have some safe space around it.


Ronyx rhymes with electronics...  

Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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Mais um brasileiro pra comunidade. Muito bom.

Espero ver mais veículos brasileiros logo. =)

_________

One more brazilian for the community. Very good.

I hope to see more Brazilian vehicles soon. =)
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    5 hours ago, OwiHH said:

    hard to say from here what cause the white lines.

    Think it is a texture problem. If you can post the textures you used we my find something.

     

    2 hours ago, blackdragonbird said:

    Mais um brasileiro pra comunidade. Muito bom.

    Espero ver mais veículos brasileiros logo. =)

    _________

    One more brazilian for the community. Very good.

     
    I hope to see more Brazilian vehicles soon. =)

    I'm attaching the textures here. I tried to make them more tidy and space efficient this time.

    corvette-56-illum-1.png

    corvette-56-normal-1.png

    corvette-56-specular-1.png

    corvette-56-color-1.png

    corvette-56-diff-1.png

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    i think it is the bumpmap because you got these little bumpmapping at the edges.

    Bumpmap is basicly to fake details/bumps on a flatsurface. So on the edges where the 3dmodel / game renders the edges itself you dont need to make a bumpmap height / deep or gap.

    I wouldt do it like this:

    corvette-56-normal-1.png.png

    Not 100% sure if this will fix the whie lines but it couldt be the reason why.

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    2 hours ago, OwiHH said:

    i think it is the bumpmap because you got these little bumpmapping at the edges.

    Bumpmap is basicly to fake details/bumps on a flatsurface. So on the edges where the 3dmodel / game renders the edges itself you dont need to make a bumpmap height / deep or gap.

    I wouldt do it like this:

    corvette-56-normal-1.png.png

    Not 100% sure if this will fix the whie lines but it couldt be the reason why.

    I used an auto-generator reccomended by Ronyx for these. I'm gonna try out the one you made and see if it fixes it.

    EDIT: The alternative normals did not fix the issue. Any other ideas?

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    17 minutes ago, LittleMac said:

    Você pretende fazer edifícios futuramente também?

    Talvez.

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    On the color map you only colored exactly inside the UVs. Try painting a bit outside the edges of the UV areas as well, that should get rid of the white lines.

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    Just now, Acc3ssViolation said:

    On the color map you only colored exactly inside the UVs. Try painting a bit outside the edges of the UV areas as well, that should get rid of the white lines.

    I have just tried that, it doesn't seem to have worked. Although I'm also having issues updating the thing on the workshop.

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    What about doing the same to all textures? Maybe the white background of the specular turns it into a bright window along the edges or something.

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    2 minutes ago, Acc3ssViolation said:

    What about doing the same to all textures? Maybe the white background of the specular turns it into a bright window along the edges or something.

    I'm first trying to figure out how to update to the current version, where I added some extra details to the normal maps. After that I think I'll expand the edges oof the diffuse, that might fix it.

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    The issue is caused by the color map ending exactly on the edge of the UV. You need to continue the white color a bit more after the edge, infact you should do it with any texture or color, don't end it right on the edge, it will bleed over the edge in many situations.

    Look what happens if I multiply the color map by the diffuse and scale it down:

    yw1v5Es.png

    Exactly the same white edges, this is what happens when the texture gets any filtering or mipmapping applied to it ingame.


    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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    1 minute ago, Ronyx69 said:

    The issue is caused by the color map ending exactly on the edge of the UV. You need to continue the white color a bit more after the edge, infact you should do it with any texture or color, don't end it right on the edge, it will bleed over the edge in many situations.

    Look what happens if I multiply the color map by the diffuse and scale it down:

    yw1v5Es.png

    Exactly the same white edges, this is what happens when the texture gets any filtering or mipmapping applied to it ingame.

    So I need to expand the specular?

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    I didn't mention the specular at all, I'm talking about the color variation map, the color of the car ends right at the edge of it, and the non-color-variated diffuse bleeds through the edge. But yes you should apply this technique to any map.


    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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    That's what I meant as well.

    As for updating workshop items, this should work: Sub to your own item, launch the game. Click the Update button in the content manager, and then click the little folder icon in the bottom right of the thumbnail image in the dialog window. That opens up a folder that has a Content folder inside. Replace the .crp in there with the new one, you can find it in C:\Users\USERNAME\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets.

    Good luck!

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    Just now, Acc3ssViolation said:

    That's what I meant as well.

    As for updating workshop items, this should work: Sub to your own item, launch the game. Click the Update in the content manager, and then click the little folder icon in the bottom right of the thumbnail image in the dialog window. That opens up a folder that has a Content folder inside. Replace the .crp in there with the new one, you can find it in C:\Users\USERNAME\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets.

    Good luck!

    I think it might have worked. I'm not entirely sure, but the updated model appeared in the asset editor for the workshop version of the asset.

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    26 minutes ago, Ronyx69 said:

    I didn't mention the specular at all, I'm talking about the color variation map, the color of the car ends right at the edge of it, and the non-color-variated diffuse bleeds through the edge. But yes you should apply this technique to any map.

    I expanded the edges in all the textures and yet the white lines remain. I am confused.

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    Then next suspect... is that the specular map with just white in the background? That's bad, that means 100% reflection and if you didn't expand those edges as well, the reflection will bleed onto the car. Expand it past the edge as well, and change the background to black or very dark.


    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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    2 minutes ago, Ronyx69 said:

    Then next suspect... is that the specular map with just white in the background? That's bad, that means 100% reflection and if you didn't expand those edges as well, the reflection will bleed onto the car. Expand it past the edge as well, and change the background to black or very dark.

    Actually, upon closer inspection, the problem seems mostly gone. At a distance I think there's still some of it, but it might be just general reflection on those edges looking too white cause my graphics are on low.

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    there are lot post abouth updating workshopitems here on the forum use search :D

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    Hey, to anyone paying attention here, it's been a while since I posted anything here, it's been half because of my laziness and half because college getting in the way. There'll be atleast some updates to the two existing assets and hopefully some progress on a new one.

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