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Bach2Baroque's Stuff (New Release 29/04/2018)

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Hi, started learning how to do basic 3dmodelling & custom assets for skylines about a week ago, so i'm bound to face problems.

My issue now is that I made a tiny 2 x 1 building but the editor will always auto expand it to 2x4 regardless of what size i choose. I could scale my model bigger to fit a 3x2 lot but that would be too big compared to the IRL version. I really want to stay within the 2x1 size. If someone could help/explain to me what i'm doing wrong i'd really appreciate it.

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ynxS39Q.png

 

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The pivot point of your model is probably off. Which 3d application are you using?

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    Blender. Uh how do I know if my pivot point is off? Actually, where do i locate my pivot point. :???:

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    Never used Blender, but this looks like it'll help

     

    Keep in mind that the pivot should be at the middle bottom of the model. If it's in the geometric center your asset will be half way underground.

    Since your asset tries to import as a 2x4 your asset is probably off centered by 1u or 8m

    Good luck, maybe one of the Blender pros can be more helpful

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    Hmm then it's definitely not a pivot position issue because my model is dead center. Also the fact that my other 3x4 building imported just fine.

    I guess it has something to do with the templates when importing via asset editor, there aren't actually any 2x1 vanilla assets as far as I know. I'm currently using a 1x2 lv1 low density commercial, and seems to be the only template that doesn't crash my game.

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    I think everything is fine, all assets can expand to 4 tiles depth in-game so the extra tiles are just there to place the props you would want to appear in the backyard if there is enough room. If you just zone a 2x1 plot, only your building will appear :) It's strange though that the concrete tiling seems to be off by half a tile, maybe you placed it when the plot was 2x3 or something...?

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    It looks alright, it just expands the backyard, although your dimensions look a bit off.

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    4 hours ago, Lost_gecko said:

    I think everything is fine, all assets can expand to 4 tiles depth in-game so the extra tiles are just there to place the props you would want to appear in the backyard if there is enough room. If you just zone a 2x1 plot, only your building will appear :) It's strange though that the concrete tiling seems to be off by half a tile, maybe you placed it when the plot was 2x3 or something...?

    4 hours ago, Darf said:

    It looks alright, it just expands the backyard, although your dimensions look a bit off.

    You're both right, it does become a 2x1 lot in-game. Thanks!  This building is based on a small store in Japan. Now that you mentioned it, dimensions does look off. After comparing the streetview I think I might have to scale it to fit a 3x2 lot instead.

    Anyway now that's done, I've got a another problem - any idea what causes these 'tearing' effect on my lightbox texture? (Second Picture)

    e5vqNXO.png

    TMhlNxf.png

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    Looks like z fighting, is that sign sharing the exact same plane as the wall of the building? It needs to be outwards a bit so they don't overlap.


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    Yep that was it. It's fixed now, thank you very much. It's kinda weird though my window/door planes are more inward than the makita sign.

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    I saw this hit the workshop, but in the description is says it's a 2x2. Could you not work out the 2x1 problem?

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    2x1 works just fine, but I decided I wanted to place props on the facade so I had to expand it to 2x2, otherwise the props will not show. I know, it kinda throws off the whole dense japanese city vibe but I just had to have that plant prop & recycle bin in front. :ducky:

    Will work on my model dimensions in the future so I could fit props without messing up lot size.

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    Having Prop Anarchy on while in the asset editor may help you get around it. The props still have to be within the cells, but you can have them right up to the edge. I haven't checked the building out in-game yet, but you might give that a shot.

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    On 10/5/2016 at 1:16 PM, Matthias King said:

    Having Prop Anarchy on while in the asset editor may help you get around it. The props still have to be within the cells, but you can have them right up to the edge. I haven't checked the building out in-game yet, but you might give that a shot.

    Tried that, It kinda worked but the prop placement is not permanent, like a 50/50 chance it'll show up. I think I'll settle for 2x2.

    -

    Anyhow. I am currently working on a new building. This time I think my model scaling/dimensions seem to have improved, and getting a better understanding of texture maps. It's a trial & error process, mostly errors, but as long as I have some motivation I can make it work. There's one big problem I'm having now though..... Does anyone have any idea how do I reduce my Tri-count? My current one has over 10,000, I suspect it has something to do with my window panels. I tried to remove as much as possible but no matter what I remove the tri count barely goes down. Um. Help? 0:)

    yUpC2WT.jpgax9ojal.jpgHiwHq6U.jpg

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    Nice office building!

    For your tris count, you will want to try and decrease the amount of edges. It means you will need more texture space, but with a uniform building like this that shouldn't be too big of an issue. All around your windows you could probably merge 70-80% of your triangles into bigger sheets.

    yUpC2WT_zpsdkw7iihp.jpg~original

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    If you look at most uploaded building assets, especially for skyscrapers, the windows aren't actually modelled but done with textures instead. If you had a small number of large windows it will be worth recessing them but for a building this side you're better off with a flat surface to mount the texture too. I think you could use a bump map to add the illusion of recessed windows but that's beyond my basic skills. (I've only been modelling for the game for about the same time as you)

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    @GC_Vos Well... I managed to get it below 8k tri count.... Actually I'm not even sure if I merged them correctly to be honest, some of the faces do not want to merge for some reason. Clearly I have no idea what i'm doing. I think I may go with @squirrelarmyuk 's suggestion instead.

    @Darf Holy crap your work is amazingly detailed. But I'm still getting very high tri counts though. Ever thought of making some Japanese mid-rises? Pretty sure you'll do a better job replicating some of the buildings than me. The workshop really needs more high dense commercial stuff.:ohyes::ohyes:

    GFkw3OO.jpgxYF73Hg.jpg

    Btw that's what the other sides look like. No idea why it merged into a file drawer instead.

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    Great building ! For you tris count : Is every windows a unique face ? Because looking at @Darf meshe, it seems that he combines many windows in one plane since they are recess in the facade. A bit like so : 

    Exemple1.JPG

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    This looks much better! If you still have a high tris count, you probably have a lot of ngons (polygons with more than 4 vertices, basically still a whole lot of triangles). That's definitely the case for those file drawer ones. :P

    I'm not familiar with Blender but if there's an option in there to collapse and triangulate, this will show the actual triangles. They might also show up in your unwrap. If you want I can have a quick look at your model to see if there's anything major...

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    I hope you can get this new building worked out, it looks nice.

    As for your other one, if you get a prop right on the edge it might not show up. It has to still have more than half of it still inside the cell. I had that happen to me at first. As long as you keep them from being more outside than inside, you'll be fine riding the edge line. Just go right up to it but not over it.

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    @GC_Vos Yes I would appreciate that if you(or anyone else) would have a quick look at my model. Here's the link. I think you'll probably find lots of 'major' stuff too.

    @Matthias King I find that if the plantbox is just hovering slightly above ground it stays there. The lightbox sign is trickier though, I might make my own flat prop sign instead. Will update back to a 2x1 after i'm done with my current building.

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    I can't open blender files, could you upload your fbx/obj instead?

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    Thanks! Your problem is definitely ngons / bad subdivisions. Once converted to a mesh, you can see there's hundreds of individual triangles for areas which should be single polygons.

    Screen%20Shot%2010-07-16%20at%2008.17%20

    Screen%20Shot%2010-07-16%20at%2008.17%20

    Your best bet is to create completely new polygons, attached to none of the existing elements. They can be instances/copies too for easy texturing. Move those into place, then all the way in the end after texturing and collapsing weld your vertices.

    On a sidenote what's happened here is very common when you're only just getting into 3d, once you understand why it happens you can quickly learn to avoid that stuff. :)

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    Unattached polygons? Collapsing weld my vertices? I'm just a simple vegetable farmer :rofl:

    Ok so basically make a single big block instead of making them out of a bunch of smaller blocks, then duplicating them & apply some fancy paint before gluing everything together. I think I'm starting to get a better sense of it. I really appreciate the help and i'll do my best to make this work!

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    LOL no problem, I'm just wording it the way it's called in 3ds max, I'm unsure if Blender has the exact same names for those 'buttons'. You're right though, you'll wanna use separate parts until you get the whole thing. If you make everything out of one big box, you end up with a lot of extra triangles you don't need, because things are all glued together from the start.

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