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

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Seems like a different image is used for the reflection (default is a skyline). Save the asset anyway and see how it looks ingame :)


ekCYJKD.pngTim The Terrible's Steam Workshop

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    1 hour ago, boformer said:

    It also looks good with the default concrete texture. There are ways to make this work (sub meshes), but it's extremely difficult.

    Thanks. It's too plain for my taste but I think I'll take your word for it :)

    1 hour ago, Tim The Terrible said:

    Seems like a different image is used for the reflection (default is a skyline). Save the asset anyway and see how it looks ingame :)

    It's hideous :( - https://i.imgur.com/3laMQQs.png   and the windows stays like that at night too.

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    Split it into two buildings, one for the ramp and the other for the main building.
    That way you can set the shader for each one individually.

    Then combine them with the sub-building enabler.

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    Ronyx rhymes with electronics...  

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    Another option is to create a prop for the underground part. They don't get that concrete texture underground and you won't need to mess with sub-buildings. :)

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    My workshop items

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    Try playing with the Specularity map, try some values. Maybe a low value works? Also maybe change the colors of the windows in the Diffuse, although I'm not sure if it will have any effect. I hope you'll manage something because it looks great!

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    ekCYJKD.pngTim The Terrible's Steam Workshop

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    7 minutes ago, Ronyx69 said:

    Split it into two buildings, one for the ramp and the other for the main building.
    That way you can set the shader for each one individually.

    Then combine them with the sub-building enabler.

    That sounds too advance for me, for now. :P

    3 minutes ago, Avanya said:

    Another option is to create a prop for the underground part. They don't get that concrete texture underground and you won't need to mess with sub-buildings. :)

    Hmm that's interesting, never made props before but I'm going to look into it, thanks!

    2 minutes ago, Tim The Terrible said:

    Try playing with the Specularity map, try some values. Maybe a low value works? Also maybe change the colors of the windows in the Diffuse, although I'm not sure if it will have any effect. I hope you'll manage something because it looks great!

    Tried all that before. At 10~20% gray for specular, the white overlay is not that noticible but the windows look too matte & weird. As for diffuse I tried pure black or blank without those blinds but that didn't work. I'm guessing what ever has a specular on it will have the white overlay cause I just noticed my guardrails & rain gutter have it too. Thanks for suggestions though!

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    I have to agree, don't remove the underground parking. It really is a highlight.

    I hope you can find a workaround. Doing them as separate buildings and combining with Sub-buildings sounds like a good solution.

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    It doesn't even look off without texture underground! Very lovely building - not where it's gonna be in my city, but I'll find a spot :thumb:

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    My workshop items

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    It looks really good! It's too bad you couldn't get the garage door texture inside, but that's ok. It still looks great. I'm looking forward to whatever's next.

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    Great texture work and another great addition to the workshop. Thank you!

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    Hello guys I'm currently working on my current building, a scaled-down & modified version of the Turner Broadcasting Systems(adultswim studio) in Atlanta, GA. As I was checking on dimensions in editor I noticed some of the models faces were flat and were not affected by light position. It's very noticeable during sunset/rise and especially on the rooftops. What's causing this? Oh and only a diffuse map was used.

    Nevermind I solved it, It was just improper UV mapping.

    qipnhrO.pngoZOvFX4.png

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    Do you have a normal map on there?

    The textures seem to be aligned in various rotations, if the normal map is very intense and not centered on red&green 127, it would affect the look exactly like that.

    Also if you have any flipped UVs, the normal maps don't work on them at all in C:S.


    Ronyx rhymes with electronics...  

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    Just now, Ronyx69 said:

    Do you have a normal map on there?

    The textures seem to be aligned in various rotations, if the normal map is very intense and not centered on red&green 127, it would affect the look exactly like that.

    Also if you have any flipped UVs, the normal maps don't work on them at all in C:S.

    Ahh I just edited my post :P

    No there's no normal map used only diffuse. In blender I used the smart UV project since I just want a quick preview in the asseteditor, I guess blender AI auto flipped/rotaed the UVs. All good now after I unwrapped them properly. :)

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    How's everyone recent C:S update going? :P Well my current wip is slow going thanks to the end of the year mood but I only have the textures to finish at least. What do you think of name: C.O.B - Colossal Order Broadcasting? Fits well with the recent radio content added imo. By the way I don't use RICO but I got a question about it, how do we set amount of workers for each education level? IIRC the game calculates workers for growables based on lot size & building level, I plan to make this a rico office lv2 but 300+ highly educated seems... much?

    5uCAmAd.jpg

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    Looks great and COB radio sounds like a good brand :D  Afaik we can't set education level for RICO buildings (yet). @AJ3D talked about adding it when I released the Miyagi Motors complex.


    My workshop items

    Catch my latest project and future plans on my Patreon page

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    Hello. I have released my new building the COB, featuring 2 of my favorite adultswim shows which are unfortunately cancelled. - https://steamcommunity.com/sharedfiles/filedetails/?id=810459532

    For my next project I'm trying to make a bunch of american small & low level residentials, suburban ones based in atlanta.

    782EE9B37C41AFA1786F0751B6398541D451380B

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    Got some progress to share with you all :).  I made 4 slightly differnet variations of some low-residentials based on these american houses. One asset includes 2 homes in a 2x3 cell, which can also grow on a 2x4 zone with trees at the backyard, and  a 3x3 corner lot all level2 buildings. Tri count varies between 620~800 and what you see here are only diffuse & color maps applied. Hope you don't mind but I got some questions: I know nothing about american architecture, what style would this be called? and what would this building be classified as? terraced, semi-detached, town houses, etc. Thanks in advance.

    Off topic but anyone else experiencing sudden sluggish performance in asset editor when loading custom sewage/water assets that are locally saved? loading from steam workshop directory seems fine though, really weird.

    ZtmVIc3.png

    AoqCzkK.png

    MXi5ZXy.png

    i0A4DVL.png

    DXxGsAU.png

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    These look lovely! No idea what the style is called though, but I'm sure someone here knows. :) As for the asset editor I'm fighting it too - with the templates for props now I can't even import more than one prop without the game crashing. And every time I load another saved asset it gets slower and slower. :(


    My workshop items

    Catch my latest project and future plans on my Patreon page

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    They look very nice and will an instant sub when out :) My guess on the type will be definitely Semi-detached prefab. housing. the style tho I'm not certain. 

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    I guess some of you already seen it but anyway, the houses are released. - http://steamcommunity.com/sharedfiles/filedetails/?id=814522381

    I don't thikn can make any more variations of these because even in irl there are a few variations only. There's actually a decent variety of american homes in the workshp already by other makers so I don't think I'll be making more soon, probably a few unique looking ones like the very ornate victorian style or plantation mansions.

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    It's been awhile but I started playing C:S making assets for fun again. I see that someone discovered how to have actual transparent glass!! I would love to know how to achieve that if someone is kind to teach me.

    I currently only have 9 fingers to work with (right index got crushed, entire nail had to be removed plus some stitches) so I'm trying not to go crazy with model details. I've always wanted to make a building with a road that goes through! Here's what I am working on so far. Not planning on publishing with the elevated road attached, it's up to players what kind of road/rail network they want there with the help of Mods of course.

    Spoiler

     

    08SLFoH.jpg6ljIbsW.jpg

    J7MaMzb.png


     

    ===Edit: squeezing an update here on my progress instead of another post.  Decided to go with some Art Deco style & liking it so far, working on the windows now & experimenting with night lighting. Oh and I've stumbled upon ronyx69's thread about transparency, really cool!mIUjEL1.jpg

     


      Edited by Bach2Baroque  

    update
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    I really like this. I've love to see a non-road-thru version. I love Art Deco, but I can't imagine a scenario where I'd have a road going through a building. Either way, very nice work.

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