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barcasam7

Learning asset creation - American House

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It's too bright, compare it with the buildings around it, even the the red bricks are overexposed, just compare your intented brightness of the previous pic you shared and how it looks ingame.

The game brightens the textures quite a lot, bring the white point down to about rgb 190.

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    10 hours ago, Ronyx69 said:

    It's too bright, compare it with the buildings around it, even the the red bricks are overexposed, just compare your intented brightness of the previous pic you shared and how it looks ingame.

    The game brightens the textures quite a lot, bring the white point down to about rgb 190.

     

    10 hours ago, pauliaxz said:

    I tend to even turn down to 128, or sometimes 160

    Thank for both suggestions, you make a valid points. I will work on this tonight. It's annoying the brightness of the game differs from 3DS max. 

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    On 15/11/2016 at 9:40 PM, Ronyx69 said:

    It's too bright, compare it with the buildings around it, even the the red bricks are overexposed, just compare your intented brightness of the previous pic you shared and how it looks ingame.

    The game brightens the textures quite a lot, bring the white point down to about rgb 190.

    Do you mean do this on the diffuse or illumination map?

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    22 hours ago, barcasam7 said:

     

    I have re-uploaded the asset again with darker textures.

     

    Way better ! Congrats man. Your modeling work keep getting better and better. Keep up the good work ! 

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    On 11/17/2016 at 4:57 PM, barcasam7 said:

    I have re-uploaded the asset again with darker textures. Thank you for the help @Ronyx69 and @pauliaxz

    ka1gld.png

    Love it, there's a serious lack of high-quality 1x1 assets for this game, so I'm glad you're filling in some gaps!

    One thing I noticed: it seems color variations affect the entire building, from facades and walls to roofing material etc. (ie. the red color variety is basically completely red). I'm no modeler and I haven't seen the textures, (so correct me if I'm speaking total gibberish :D ), but iirc. the color map should only contain those area's that you want to be affected by color variants (so in your case basically only the walls, but not the roof).
    btw: I've noticed this happening with the work of some other asset creators as well (I think a few of KingLeno's grungy low density commercial buildings suffer from the same thing, for example), so don't feel to bad - in fact, feel free to ignore my comments completely if you have more important things to do :) 

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    36 minutes ago, Judazzz said:

    Love it, there's a serious lack of high-quality 1x1 assets for this game, so I'm glad you're filling in some gaps!

    One thing I noticed: it seems color variations affect the entire building, from facades and walls to roofing material etc. (ie. the red color variety is basically completely red). I'm no modeler and I haven't seen the textures, (so correct me if I'm speaking total gibberish :D ), but iirc. the color map should only contain those area's that you want to be affected by color variants (so in your case basically only the walls, but not the roof).
    btw: I've noticed this happening with the work of some other asset creators as well (I think a few of KingLeno's grungy low density commercial buildings suffer from the same thing, for example), so don't feel to bad - in fact, feel free to ignore my comments completely if you have more important things to do :) 

    I noticed this in a few buildings as well, it happens when you let the game generate a colour map which I believe defaults to 100% colour mapping. The standard colour variations are all really close to white, that's why the differences are small. You can avoid it by either making your own colour map or simply unticking the "use colour variations" box in the asset editor, which is ticked by default for some reason. 

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    Thanks for the explanation, Lee! In general I love the color variations system, and I don't really mind the ones that have wonky colors (I simply re-plop/grow until it spawns in a color I like). But I figured I just make mention of it.

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    22 hours ago, Judazzz said:

    Love it, there's a serious lack of high-quality 1x1 assets for this game, so I'm glad you're filling in some gaps!

    One thing I noticed: it seems color variations affect the entire building, from facades and walls to roofing material etc. (ie. the red color variety is basically completely red). I'm no modeler and I haven't seen the textures, (so correct me if I'm speaking total gibberish :D ), but iirc. the color map should only contain those area's that you want to be affected by color variants (so in your case basically only the walls, but not the roof).
    btw: I've noticed this happening with the work of some other asset creators as well (I think a few of KingLeno's grungy low density commercial buildings suffer from the same thing, for example), so don't feel to bad - in fact, feel free to ignore my comments completely if you have more important things to do :) 

    Thank you for pointing this out. I will look at this after my next asset. I've never done colour mapping, but it would be useful to learn. If anyone knows any tutorials please let me know! Also don't feel afraid to mention anything which can improve the asset, I'm happy for criticism as it's the best way to learn. 

    I realised that cities skylines has a lack of garages. I wanted to make one with a bit of grunge, which can be used for residential or even industrial ones. Here is the one I plan to upload:

    sc6dco.png

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    Uh nice garage! :D

    Color maps are fairly simple. It's a black and white texture, where black areas won't get any color and white will (you can use greys to have some areas get a little color too). In the asset editor you can see the color get applied to your model, so it's easy to tweek until you get the result you want. :)


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    Another small project, since I realised there are plenty of billboards on the workshop, but they aren't ones that feel proper American to me. When I visit LA I always see these style. So my next project is creating a side of billboard perfect for highways. 

    Don't worry @Judazzz I will after this asset go and sort out the colour map for that 1x1 building. I just had an urge to create this one. 

    dy7vi9.png

    1 hour ago, Matthias King said:

    Nice! I love the weathered look. Now if only I had a way to add graffiti to it.

    We definitely could do with more graffiti buildings! I always think of Melbourne back streets covered in graffiti, well it's really street art. 

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    14 minutes ago, barcasam7 said:

    Another small project, since I realised there are plenty of billboards on the workshop, but they aren't ones that feel proper American to me. When I visit LA I always see these style. So my next project is creating a side of billboard perfect for highways. 

    Don't worry @Judazzz I will after this asset go and sort out the colour map for that 1x1 building. I just had an urge to create this one. 

    dy7vi9.png

    We definitely could do with more graffiti buildings! I always think of Melbourne back streets covered in graffiti, well it's really street art. 

    Nice!

    I don't know if you're looking at this option, but I'm sure you're familiar with the @GCVos billboards where you can make new ones on the same template. It would be awesome to have something like that on this two-sided version.

    Like I said, I don't know if that's in your plan, and it's totally cool if not, just something to think about.

    And I'm glad to see you looking at LA style stuff. That's what I'm looking for. :)

    Good luck. I'm looking forward to this.

    Also, LA stuff is one of the reasons I like to see graffiti options, because LA is lousy with graffiti, and LA is a big inspiration for the city I'm doing.

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    No rush on your 1x1 LC building mate, it's a little gem as it is already!

    Love the new billboard, btw: is it going to be a prop? If so, it should be possible to make it so that players can apply their own custom textures in-game (that requires a mod, but the Billboard Animator already shows that there are ways to do so).

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    1 hour ago, Judazzz said:

    No rush on your 1x1 LC building mate, it's a little gem as it is already!

    Love the new billboard, btw: is it going to be a prop? If so, it should be possible to make it so that players can apply their own custom textures in-game (that requires a mod, but the Billboard Animator already shows that there are ways to do so).

    Maybe in the future, but I do plan on release quite a few variations - if you have any you would like feel free to ask. I was wondering if someone could help me. I have used a park template but it applies next to a road. I want this be placed anywhere and so roads can go under? Does anyone know what template to use?

    2ptyt0x.png

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    Can you use Move It! in the Asset Editor? And if so, are changes in position and rotation persistent?

    It's too bad props included in assets are 'locked' once in-game, ie. non-removable and inaccessible for tools such as Move It!

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    In ModTools you can change the placement mode, but the easiest is prob to grab GCVos' billboard and use it as the template when importing yours. The important thing with buildings placed away from roads is to have the tourist attraction values set to 0 (and no garbage ofc) - then it won't complain about no road connection. :) 

    If you're up for learning it in ModTools there's a guide here by TPB.


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    I'm loving how that's looking.

    If you can get it to free place that will be great. If you can get it to be a template for any image, that's even greater!

    Custom billboards everywhere!

    Also, if you could make a prop version, we could put it on top of buildings.

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    Yes! More billboards! I hate them in RL but want to put them everywhere in my cities (to make them look realistic). LOL

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    17 hours ago, Avanya said:

    In ModTools you can change the placement mode, but the easiest is prob to grab GCVos' billboard and use it as the template when importing yours. The important thing with buildings placed away from roads is to have the tourist attraction values set to 0 (and no garbage ofc) - then it won't complain about no road connection. :) 

    If you're up for learning it in ModTools there's a guide here by TPB.

    Ahh of course! Thank you, I'll just use his template. I should really look into ModTools as it seems very useful.

    11 hours ago, Matthias King said:

    I'm loving how that's looking.

    If you can get it to free place that will be great. If you can get it to be a template for any image, that's even greater!

    Custom billboards everywhere!

    Also, if you could make a prop version, we could put it on top of buildings.

    Thanks mate, I've had a look at that template doesn't seem to hard really. The prop version will be my next job as I've never made a prop and it would be helpful to learn. 

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    4 hours ago, Tim The Terrible said:

    I think you might have used a wrong value for neutrol/non-illumination because it looks oddly bright to me.

    I used 120 for the billboard and the neutral colour I used 192?

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