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I wasn't sure when I'd start the journal or if I even would at the beginning. I wanted to make sure I was up for it and not leave something half finished after an "off period". An "off period" is what I call the times when the game's been too much of a strain and you just gotta relax for a couple of days or even weeks. I didn't touch this for 2 weeks after making the initial road layout and I would've hated to leave the thread hanging there but now that I've picked it up again and have gotten somewhere nice I wanted to post it so I can start using this as a journal. A journal, as much for you as for me as well so I can have a place to vent some thoughts.

A little about me. I like all kinds of games but I enjoy creative ones and strategy the most. Currently I have 972 hours on CS, I think it was at 300 or so before I started playing again after a huge break which was 2 months ago. I hadn't played for a while and picked it back up after purchasing AD and Winter sometherr.. Trams DLC. I always fancied European style cities since I've lived in Europe and have somewhat of an understanding when it comes to layouts and buildings. I tried to get into 3 different cities (over the last 2 months) and failed. I did post some shots a while back of the one that was somewhat promising but then decided to scrap. Mostly it's performance frustration I think. I'm used to it now but it can get really bad after a while and I hope it doesn't happen to Columbine. That last city was down to 8 fps or so and that sucks.

I use a lot of mods and assets, subbed to 1883 currently. I try to eliminate duplicates or ones that look really similar and try to keep that number down to the best of my power... I.. can't.. control it rrallrrrgrrrgll!! Download Download Download!! I don't use any big or bad assets, they're all green or yellow and the ones that have big textures or lots of polys are a couple of tall buildings which I'll just use once or twice anyways so that's totally fine. Speaking of tall buildings, I don't really love them that much. They look really big in game where as from the ground IRL you don't really get a sense of how large some of them are and that bugs me since I like to build realistic looking cities. Realism to me is for what ever I'm building to look plausible and to make sense in the game world, I won't do 1:1 realism replica but I try to make it up as I go along in a way that looks real. Speaking of which, Columbine is an American city and I've been winging it so far. I am pleased with the result although I'm sure some old "Euro" habits are sneaking into my work. I'm just building according to my imagination of an American city. Also on the subject of assets, I spent 5 days back to back like a data miner stuck to the monitor going through all my assets and props removing the disgusting abominations that are vanilla trees and parking spaces from buildings while also giving everything a thumbnail. If you're going to put parking don't leave those 2mm gaps damn it!

The Map is Merchant's Bay by OWL. I was thinking of making a desert city on the Hopi River Valley map which is awesome as well but I'm not confident I could space it out so much like they are supposed to be. Call it my Euro-spirit but I like to smush things together a little bit and not sprawl so much. I don't think I could decorate empty spaces as well. I'm using San Minato 4k texture theme instead of the map's recommended even though I liked that one too but the gravel was white and I like to use gravel for dirt sometimes, but it turned out this was actually a better choice. LUT is Cinematic HD by OWL as well, hands down the BEST LUT in the workshop. I've tried ALL, every single ***ing one and this one is the best after some sun position and what not tweaking in Ultimate Eye Candy. Not to be confused with the cinematic ones in his LUT pack though, those suck, this is the standalone bad ass one.

I wanted to start a small town not too far from the center and work my way slowly there. I'm not very good at doing things on a huge scale in one go and compartmentalize my project into smaller pieces ie. districts. This whole town would be a district in that case. Here I've laid out the general roads. Don't worry about the interchange terrain shenanigans btw, it's a really good one from the workshop but sadly comes like that by default and I'm going to fix it when I'm detailing it much later in the future.

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I wanted to keep it small and somewhat cozy so there won't be anything too large and no "shop yo ass out" kind of huge commercials, we'll have those closer to the city. Here everybody went to the same school and people know each others' faces. I did put some bigger office space on the bottom part as you can see since I can imagine some corporate would move in nearby and provide some jobs. I imagine the town's activity being centered around the church and Hard Rock Cafe area #headbangingwithjesus. Other than that it's just houses. In reality there would be so many more houses and I may squeeze some in the outskirts after I complete what I currently have or else it spirals out of control and I don't get anything done. Of course we have a bad ass town hall as well because I loved that model too much not to include it in my first town. This is where I left it and went absent for a couple of weeks.

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This church has a special place since it was the first thing I started detailing when I came back. I was afraid, I was petrified, but doing this gave me the courage to go on and it's all smooth sailing from here on. This isn't it's "final form" as I've yet to re-discover decals properly and get bushin'.

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I really wanted to make the Hard Rock Cafe something a bit more special and not just blend it into the rest of the buildings. This is what I'd label a "mini-project". Took me 2-3 hours with the parking lot included and it's meant to have an effect on the vicinity so you definitely know it's there when looking around but not so much that it owns the town.

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An overview after some minor detailing.

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This thing kind of came out of nowhere. I wanted to imitate the "low cost" baseball field from the Arrowhead Junction series but before I knew it, it became a football field. The Surface Painter paints on a grid if you haven't noticed and the distance between the penalty line and the goalie is 1 so this field is literally perfect in shape and I just couldn't help it. Besides it kind of fits since it's a crappy "soccer" field for the people living there. I added a small park with some public grills and picnic tables if people want to hang out there or they can go to the Pizza Hut or Taco Bell that are just poking in from the bottom left side.

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The field is actually extremely good since it pretty much fills a whole block and dominates the area, meaning I can just add detail around the edges and don't have to have more unique elements for a while.

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I love these American apartments so much, the shape and color and that paneling is sexy as f*ck, thanks King Leno. I dub thee King of the Leno's. I didn't want to add weird details and wanted to give them some private space hence the fencing and of course the pool because Americans need it to survive, poor things. I wanted the pool to be the center of attention so I devoted the detail for it alone. The area is covered in a "well kept but you won't eat off of it well kept" grass which gives it a very relaxing and livable touch. It's Decal Grass02 by Beardmonkey btw, I use that one and 03 like crazy.

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Detailed the rest of the apartments. The left one I chose to make into a bigger community with a guard shack and bigger parking. The right 2 will have their parking outside and the top one will get a small forest patch as you'll see in a minute.

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A more detailed look at the left one. I chose to fill some empty space with little garages just for storing old furniture or something, I think it looks nice. I'm picky about my rock work btw. I try not to over do it and reserve my "rock credit" to use on these areas where they'll bring these rocks just to create scenery.

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A look towards the apartments from the main 4 lane avenue. I put the parking for the houses behind the "beton" concrete fences there. I don't think you have those in America, they are super European but I love the way they look so they go in. Besides I needed something a little more brutal then a little wooden fence to set that area apart so the parking makes sense. I think this way it makes it look as if there's more space between the two streets. Also put some fancy grass work on the clinic. That handicapped sign is so wrong I know but screw it I can't be that picky! (joke).

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Here's the little forest patch I was talking about. I think it's here I first started to play around with blending in textures by painting gravel or ruined under decals.

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Overview of what we got so far.

 

 

 

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    We start again with a very simple filler next to one of the offices, a very small park with a bagel/coffee hut. Super simple but it's very cute and really adds that tiny detail that just complements the offices.

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    Work begins on the Suburbs. I changed the road ends to circles and laid down some manicured grass. I didn't want to overdo it so I mix that and 02 and 03 to create different layers of grass that's been walked on. I'm thinking of doing something with the rocks on the left later and also that little patch with the wallrok to the right which actually has a gravel road will get some detail later. Made a small police station, kept it simple and filled the empty space between the first houses and the bottom road with a small playground and some private garages.

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    A closer look from the other side.

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    Overview again. As you enter town from the bottom left into the avenue there's a carwash and an Ibis Hotel, I detailed the carwash and made a very small commercial-ish thing right across the road, the next picture takes place there.

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    The 4 lane avenue we have going through town isn't actually a super active road, it just serves the function of connecting both ends of the town while providing high volume traffic flow. I wanted to split this residential zone from the town a bit since the big parking lot already gives us a nudging feeling that we may be transferring into a less dense zone as your eye moves from left to right. This town is also very close to a dense forest and would probably have lots of remnants such as this to remind you of what this area used to look like before people settled here. I'm thinking the outside sector between the last road and the highway will be something like this. I obviously can't detail the whole map but I'll try and do the immediate vicinity of the areas I work in. I'm thinking if you picture this town at the end of the bottom part of a 4 way interchange the top part is there the city will be. I'm thinking this town and it's surrounding will be forested and as you go up the trees get very sparse and eventually turn into huge farm fields and you get to the city. That's for the future though, just dreams for now :).

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    A closer look from a residential standpoint. I think it fits just fine, perfect place to go for a morning jog. You can also see detail in the back of the commercials, it's just packages from little vans since trucks won't fit there or do that 180 degree exit turn there. Nothing too serious since it exits into residential which is a bit of a miss by me but I didn't want to change it after noticing and I think it's totally fine. I love detailing this kind of semi residential semi non factory industry looking buildings, there's another one that I don't have any shots from but I'll take some next time in the next session.

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    Before

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    After! I opted for the same strategy here of creating a small forested area since it follows the same bend and makes sense. This one is a little more inviting as it has gravel paths and fences to guide you into the residential area if you're just walking, where as the cars have to go around the long way. Don't worry about the lane arrows on the photos btw, haven't touched any of that stuff yet since I want to get all the building done first, I will get to them after. One cool thing if you haven't noticed is the very left bottom avenue is a turn lane avenue, I try to use those when traffic can make a left turn through oncoming traffic and then I match it up with just the striped avenue across. The whole thing is a mini-intersection really.

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    If you look at the intersection in the bottom right I added a couple of shops and a little playground. We're going to tackle the school next.. buckle up buckaroos!

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    So that initial school design was kind of trash. I changed all the school buildings. It's called Leno High if you haven't figured it out already :P I didn't want to change the road layout too much (talking about the promenade/bike path loop part) and tried my best to squeeze things in there. I felt like baseball was kind of meh and American Football suited better. This asset comes with a track and field included and bleachers so it accomplishes a lot in one package, it's such a beast! I love bleachers and really wanted them so our mischievous little cretins can go behind them for smokes, they barely fit in a way that makes sense so I'm grateful for that. I also replaced the elementary and added some sub buildings just to add some extra weight to the whole area. This entire area is the school, kind of like a mini-campus. There's a couple of Leno commercials there at the right side which I thought could be a small student operated canteen. Anyhow take a good last look at the before detail photo.

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    Just before I started the detailing I remembered that this area needs fire and security services so I threw those in a bundle together semi-complex looking thing. I think it turned out "pretty nice".

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    Back to the school we start our tour from the elementary side. I used the wooden plank floors to give it a small uniqueness that sets it apart from the other buildings as well as covering the playground with the big dirt decal (not the big dick, don't cover your playgrounds with those). I do that to almost all playgrounds I build, it looks great. I was initially using alleyways as the semi-loop system and found the promenade while fiddling around. The neighborhood has 0 planning for bicycles so it doesn't make too much sense but it looks nice, maybe it operates as some kind of weird segway fetish facility by night I don't know. Also finally found a use for the London Plane Tree. I usually don't use it, I love the way it looks but it usually doesn't fit anywhere but here it looks perfect. It was either that or poplar and that much poplar would just look silly. A couple notches less brightness on that white would've been ideal but I'll still take it. I'm thinking of making a "biking forest" kind of thing in that empty area to the right of the photo with the trees so that might bring the joy of the bicycle to this town. Pretend you didn't see that ugly vanilla water thing at the very top right btw, that's just temporary..

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    Here's the student run canteen & post service I was talking about. You may not notice it at first look but the bicycle parking space on the left side of the Sprint building was what I felt the most accomplished about after I did this part. I was going to have sheds and other ugly stuff but then I suddenly moused over asdajopj1231xpojs, also known as Chinese character bicycle shelter and it took off from there. Oh yeah and the grass looks nice and nice Portuguese tiles and stuff.. Bike shelters..mm.. shelter.. your bike.. Park it anywhere... *whispers* anywhere...

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    We're now just behind. I tried to put some people props around but it's kind of annoying since this is my max zoom and you can't really tell which direction they're looking at since they're so small. I see youtubers zoom further in but I can't figure it out and nobody will tell me, why won't anybody tell me? Let me in on the secrets dammit!

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    We end our journey at the Gymnasium and that cute little JROTC building. I don't know what that is so I made it a teachers lounge. Tennis courts barely squeeze in, they always come in pairs or more so it had to be both or none, I'm happy they're with us since it brings back memories from my high school days. Oh and I love that little path by the teachers lounge, fiddled with many bushes to get it exactly the way I wanted to look. Fiddles With Bushes, good movie, go check it out, stars Kevin Costner and some bushes.

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    Don't forget your banjos boys! *ding ding dong ping pong*

    Jokes aside I couldn't fit the regular Eclectic houses, by Boldybuilding in case you just woke up from the cryocapsule, 2017 still the first game go back to sleep. I just had these that fit so I made a very small lower income area. They look great though I wish I'd gone into the editor and removed the props. These came out after that edit binge and I don't want to see the editor again. You can't make me go back in there! I added a small forest between these and the other houses just to create the illusion that there's more than... 7 meters between the two houses, that's 89 knots for you silly un-metricized Americans.

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    Surprise, Har Har! I'll show an overall area view at some point but for now just imagine that this river flows down and meets the sea around the area where the city is going to start. The city is going to get a lot of sea coast and river coast as there's also a river like this one way on the other side, so a total of 2 rivers that meet the sea and a vast plain in between which is where the city will lie. I thought that this part of the river could be made up of towns like this one, not this size but much smaller. I'm specifically thinking about 2 miles (that's 54 Kelvins for the silly Europeans) up river we could have a small rural village that is the starting point for some kayaking attraction. This point here will be a mid journey area where they can stop and have some lunch or something. It's very WIP and I've just left the idea for now, I'll need to work on that Gibson Factory first and then tidy up some areas that still don't have any detail like that patch behind the town hall. BTW something I never mentioned, that cute little bridge, no idea. Maybe we could make a third stopping area for the kayaks.. Oh you know what, lets make this one a relaxed, quiet spot where they could moor up and do some fishing and we'll have some local piers as well. That way when it gets sucky as it eventually will they can just skip this spot and go to that third one where we'll make a camping site, some cabins maybe and some restaurants and souvenir shops or something. They load up the kayak with goodies.. hell, Gibson Guitars and then go to the 4th spot which is the end since the river meets the sea there. Good plan!

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    Going to leave you with this last overview picture. All posts before this were posted in one go since this is the point I'm at now so from now on things will come slower but I'll try to make time and hopefully this "run" lasts a while. I'll definitely get this town done though.

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    Really, really good. Astonishing details and lots of different style props. I like your town very much.

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    Good morning! I wanted to get this done since it's such a huge area. I'm including three pics for the different stages. 1st just has the big rocks and decals, that's the foundation on which I build the scenery. 2nd trees & smaller rocks, I use a dominant tree which is pine and a detail tree which is maple in different shades. 3rd bushes and surface paint. You can notice how the seams between decals get covered up nicely even from that distance but I have some close ups afterwards.

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    The 3rd stage takes the longest. Trees I just place according to their size, rocks I use mostly Avanya's as the textures are awesome and they can spawn with 2 colors and then just get rotated so they're easy too. The bushes I re-spawn until I get the size I want and then rotate them so they are looking exactly the way I want. It's probably overkill and a detriment to my mental health but the end result is totally worth it I think.

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    I replaced the "Fisherman Docks" with this one. The first one was way above water by default and shows so much concrete that I had to spam a bunch of water vegetation to hide and I felt changed the look of this area. It also wouldn't sink any lower and I've tried everything, the asset is just that way by default which sucks. I got the Swedish cabins off the workshop and edited them so they have no props and it's just a cabin and also gave them thumbnails but forgot to set them not to deform terrain so I had to use these sheds instead but we will use them in another area soon. I think it's fine as this isn't really a planned camping area or anything but maybe some people came up with the project and made the little pier and then the local government took notice and supported them a little by giving them some old sheds from an industrial site or something. There's also an SOS phone in case there's an emergency and some garbage bins with a scheduled pick up once a week so this area stays clean.

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    Lights aren't done in the town so I haven't provided any night shots but I'll start doing them now so I don't have too much work in the future. The dock glows orange in the night so my hand was forced to add orange to it although it turned out nice so no complaints. If people were sitting around I wanted them to still have a darker atmosphere and maybe require a fire so the light on the wooden poles that barely illuminates is perfect.

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    Here's a very small industrial thing I talked about previously. I'm posting this mostly for the road as it's just the concrete one but with minor detail it can look like it belongs instead of just being something for industrial areas only.

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    Finally, the overview of our playground. I'm thinking the city will be above the rail line that you see above the intersection (so between rail line and the sea coast) and between that rail and the highway we can have farm some farm fields just to fill that area so this town and it's surroundings look like a weekend spot rather than a 10 minute drive. I decided I want a train station so we'll have a line that comes to this town but it won't go any further. I want a bike path that starts at the train station and then takes you up river a bit and in through some parts of the lake. I want to have a busy area of the lake with just some commercials as the touristic spot with starbucks or what ever so the bikers have a resting spot but it's not just for them, it'll be big and busy and then as you move up the lake it gets more private with cabins people can rent enjoy some peace. Family cabins though, not actual forest cabins so they'll have electricity and running water and what ever, it's more a commercial thing than a natural one if you get my drift. We'll also have the kayaking start spot somewhere near that in the river. My biggest issue is the interchange though, I need to pull a train under it and I might just scrap this and make my own interchange that fits that idea a little better.

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    Off to a very nice start. Detailing is top notch, and I like how your using non-girded development. You city has a well developed sense of order especially in the breakdown of primary, secondary, and arterial roadways.

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    TonyFullhouse & whiteshark365 thanks for your kind comments! It's time for another update.

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    I'll be going in closer shortly but let me show you the overview first. There are two new intersections, I like the one on the right but I'm not sure about the 3 way on the left, it looks a bit off so give me feedback on them. I won't be touching them for a while since I want to make the layout all around and finalize everything before I put any detail around the other side of the highway, which I won't be doing until the lake town is finished. The right one is a very simple parclo-like but I tried to add some extra road sections so merges get their own lanes. I'm not very good with intersections but this one came out nice I think, I tried to make it seem like the highway was added later and they just adapted the road a bit to make something sensible. Having both is great as they lead to opposite ends of the town.

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    The right half of the town is basically all new. It's mostly suburb which doesn't take up that much time to detail as I do a very similar thing each time so I got all that done in a day. Don't worry about all the brown, at this distance decals don't show so that's all the gravel underneath, I actually place them in single brush even though it looks all sprayed. The ruined texture has its moments but gravel looks better when you want trees. The biggest change was the train station which you can just about see at the top as it dictated the road layout, which I had to re-do a bunch of times till I was satisfied.

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    I love using the brick embankments for land bridges. The connection with the highway is achieved via that road. I tried to keep that road free of anything so it just serves the purpose of dividing incoming traffic. I've also relocated the small office quarter just as you come off that road into town so you see the skyline as you cross the bridge. I also decided to take a different approach to suburbs. Instead of just randomly throwing houses I'll stick to a specific number and use those for each street or even suburb. I'm talking eclectic houses so 5A, 5B, 5C etc.. It looks much better when done this way and it's so much easier to detail with the decals since you don't get irregularities which you need to work around.

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    I wanted these to look like planned cheaper housing which were added as the town grew and tried to make it look like they didn't bother to beatify the area and left it more natural. I also gave these streets a clearly grid layout just to make it look like they chopped the forest, threw this down and moved on in one go. I think the tree patches look very good but I'm not sure if it's realistic. I use like 6 different trees where as IRL you'd just have 1. Doing just 1 in game looks extremely dull though so tell me what you think of this. This is just for this town, the city will look nothing like this.

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    I didn't bother too much with bushes and just threw some here and there. I think I can still add a little more but there's no need for too many since it would get lost among all the trees and this looks good enough. I think I'll replace that road with the bike lane roads, Go park in your garages, you all have two and some even three. What a bunch of jerks!

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    These apartment assets came out pretty recently and I love them to bits, here's a little complex I put together. They look similar to the Sophia Hospital in the back so it looks like company that made the hospital also made these around the same time.

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    You are a rising star. The detailing is beautiful, realistic and your town has a unique, suburban feel to it. I love it.

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    I really like what you're doing.

    Question: What's that brown fence you're using?

    EDIT* I may have found it. Is it the red railing by Sparks?

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    @henrys1996 Thanks for the kind words mate!

    @Matthias King I didn't want to answer earlier since you already found them, may they serve you nicely and love you long time as well!

    Good news everyone, the town is done! Ets doooooone! Well, 98% done as there are still a couple of details I'd like to add to some intersections in the city and what not but nvm that! I've called it the town of Melwood, cause you know it's mellow and we "got wood" *kaching*. Don't hate me, it was either that or Something Pines. It's been an active couple of days for me as I really wanted to get it out so that I may move on the the next big project. I had it easy with the suburb+bush or as I've taken to call it a "sub'n bush job" and my muscles had forgotten how taxing it is to detail concrete areas! Let's get started.

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    As always we'll kick off with the overview. There are 3 mini suburbs that I added between the town and the highway, contracted the good old "Hermanos Choppo-Buildos" to build our houses as they gave us a discount! We've seen them a hundred times so I'll skip close shots for those but you can see them here.

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    Panned a bit for a more 3d look around. I'd like to get the ground decals to show at this distance but that's not possible so the ground appears very red because of the gravel underneath. Maybe someone can come up with a mod and map theme combination or something that is an alternative to this, although I don't really mind it personally as it's still better than default grass.

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    This is what cars have to their right as they come off the highway and over the bridge. It's is a small commercial zone that services the new suburbs and I'd guess also has some equipment or pack food for the people riding off to the forest going trekking as this is the last stop before we start the trails. I also imagine a couple to be bulk industrial good stores that sell little cogs and screws to the nearby machine shops. Right behind it is the one and only station of our town. The station area also has some nightlife with a jazz club and a theater and there's also a public parking I thought made sense to have there. The graffiti is contract work done for the city so there's something artsy to see as you come off the station.

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    To the left is the end of the rail where I put a loco maintenance garage and a very small passenger car storage. These aren't props of the actual train that will run on this line (these are modern, I'll run an older train) but we can just pretend. The small office quarter came out really nice but the real star here is the bus depot. I wanted to keep it small as it's a small town but their position as the middle ground between the rest of the city and the lake requires them to provide some transportation.

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    I've chosen Blue, Orange and Red as our line colors :) Road markings revert to default for some reason with the LOD Toggler so I think I won't use it from now on.

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    Close up on the right is an old telegraph/telephone office that is still in business. To the left we have a small restaurant that services people waiting for a bus or the workers in the nearby area as we have a couple of machine shops next to the bus depot.

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    The recycling center is very simple. It's a small zone but I wanted to have some detail in there so I added a tiny scrap yard. Here plastics, tires, leather and what not are removed from cars before they are taken to get scrapped at the center.

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    We're on the other side of the station now, the bridge is just to the right out of the picture. I added some small apartments just to have some density near the station. I really like this asset as it fills that role perfectly without imposing too much on it's surroundings since I didn't want to destroy the look on the eclectic houses with something too big. It's style fits with anything really which is why it's one of my favorite buildings.

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    The fast food area next to the station, these turned very nice I think. Kind of a bummer when you realize the promenade doesn't get used properly as both cars and bikes use the sidewalk instead of the damn road but I still like the look they have. We end our journey here but 'tis merely the start of a new one. This area is meant to be a gathering point where friends can meet up and have a coffee or something before starting their trek. That bike bridge will be the start of a journey into the Lake Town in the forest. They cross the bridge and get supplies from the little commercial zone that I first mentioned and then head off to adventure!

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    I really like what you've done, especially the little bike detours and the wood plank plaza things.

    Awesome work.

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    Wow, your city looks wonderful! Has a bit of an Arcadia vibe (from Life is Strange).

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    @Judazzz Thanks! I haven't played that yet but I plan to sometime :)

    @omnivoreceo Thank you as well buddy :)

     

    It's been slow going this week, I was starting to feel a bit worn out. The layout part for this new district wore me down especially since I'm so unfamiliar with what America looks like on a technical level. I was sick of Pineville USA so I didn't get the lake completed like I was planning to but I did get some work in I'll show in a sec. I decided to slowly start building towards the city and got a new district almost completed. I will go back and finish the lake at some point though.

    I looked around 3D Google Maps for a day or two, mostly around San Francisco and Queens to get some inspiration on the road network, buildings and the proportions of everything. I'm actually quite shocked that there are practically no assets that represent the vast majority of American houses. I wanted to use those here but was forced to use more of these individual houses. There's eclectic, colonial, etc and what have you but none that I could find (went through the workshop again) that represent the 1-2 story elongated houses with backyards that are popped up right next to each other that is the style for most of cities in the USA. There are 2 vanilla assets that look like them but I haven't even seen a vanilla building since my first play through and when I saw those textures I immediately removed them, oh the horror! The only thing that comes close are the Brooklyn style buildings by Feindbild but those are row houses and not suburban and also if you look closely those 6 or so assets are actually the same building just with color variations so I hope we get more low density city assets in the future. I have many variations for 3 and a ton for 4 stories and above so those wont be a problem. Anyhow let's get on with it.

    Hh4xOWY.jpg

    At the top right I added a new interchange. Although it looks exactly like one on the workshop I had to re-draw all of it myself since the area isn't flat and I didn't want to flatten the terrain since that hill is very beautiful, we might do some cool stuff there in the future. Top left is the new district, Highview Park. Down right I made the loop around the lake but haven't detailed at all along the bike path or the road, just that area you see there.

    iRMtZzM.jpg

    Ta da, It's the Melwood Lake Sailing With Jesus Summer Camp! That church asset had just released so I figured I'd throw it down somewhere and this kind of just happened. It's partly inspired by a sailing school I went to as a teen as well, particularly the houseboat which served as the canteen. I wanted to keep this area small so it looks like the whole thing is one facility but there are still a couple of commercials and small offices around. I'm thinking this may be tied to the university in the future and I could come back and add more things on the back road. I also want to do another more public area on the other side of the Lake and also little hiking trails as well as detailing on the bike path. The issue is that detailing nature is so boring, it takes hours and you don't get much reward for it.

    TQ5Llh8.jpg

    I made a little race course in the play/sports area at the bottom right, I think turned out kind of cute.

    3alqPAR.jpg

    Highview park is mostly a suburb with a small industrial zone to the side. I want to start shedding away some of the gravel paint as we move towards the city. I still use it a lot but I try to keep it to places that really need it.

    btZ5ouF.jpg

    I figured we needed a cargo station but didn't want to over do it so the story for it is that this used to be a denser industrial area in the past but with time most of the industry moved up to the docks. The packaging plants are still in operation though. I also wanted to ditch the pines here and start with new foliage. The only pines left are over in a small patch near the highway from when they cleared the land to built it. Tell me if it's too many trees or too many types together, I think it looks good but it's not too hard to change it with small alterations. I think the "closely packed in small batches" style gives the best looks.

    kluUDV3.jpg

    It's simple detailing, nothing special but it turned out nice. It's just meant to be an older station that wasn't that active in the first place. I hate how cars park on that concrete part though, Ugh! I could make it another road type to remove the parking but the aesthetic would be destroyed.

    vFaEYPw.jpg

    I'm refraining from fine detailing everything as it was in the town, that town needs the charisma but this is just some edge suburb in the city so I don't want to over do it. The area around the Church will get nice detail though. Also overall it's still very nice and colorful. I know IRL this wouldn't be real but I'm willing to overstep some realism issues if it's for the sake of building something that looks better.

    Tfj5GUm.jpg

    These churches are by Cristolisto so go check them out if you like them, it's great because they have crematoriums as sub buildings.

    qo7cUDB.jpg

    I turned the area between the alley and road into a dirt path using the new curbs which almost match the default ones built into the grass road. I was going to do more but I'll leave further detailing for higher end areas. I really like the look of these houses by BachToBaroque. Contrary to the houses in the town these are in the outskirts of the city so I wanted them to look very generic and closely packed, the 2in1 building style suits that perfectly. I did add a couple streets of Eclectic 7C I think towards the outer parts of the suburb for those who are better off.

    px1gvge.jpg

    I'm going to carry that elevated road over the railway, it's going to be our first boulevard into the city. I'm hoping that will be a big natural detail along with the railway and allow me to transition into denser buildings. I haven't really detailed this part yet but here you see a big old warehouse complex that was closed down and now serves as offices for some kind of transport logistics company. I clipped some buildings together for this look, I think it turned out nice and the 2 on the right don't stand out as being the same building. I'll get more shots after I fill detail on the little commercial zone across the street. I want to slowly start adding these bigger buildings and complexes here and there so we can transition into denser buildings more naturally.

    I really like these Mountain Ash trees even if they're not realistic to have in the city. If you put too many trees together, it usually ends up looking like you just spammed them there instead of it being natural. Throw a trio of closely packed ash between 2 oaks and it looks like a little patch of trees without looking awkward. I think I needed this since I'm not using the pines anymore. The pines served as backbone on which I built the other trees around. I'm also trying not to use that many bushes. IRL you'd have tons but that many doesn't look good in game and the only good bushes worth using are the shady bushes whose shape doesn't always fit the theme and they also have a very high tri count. I still use the for creating some scenes and also to fill areas I feel need them but this scene for example could just remain like this and it would be fine.

    Thanks for the read, I hope you are as happy as I am with the growth of the city and feel free to drop any ideas or suggestions if you have them!

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    Very, very beautiful as expected. 

    Can i ask you, what asset is the metal shed like thing you've used for the central bus station? It looks good btw. Looking forward to the city. Cheers!

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    Good evening everyone it's time for another update! I've finally figured out TAB activates enhanced zoom..

    I wanted to get it 100% before I posted so that I didn't have to "catch" specific camera angles so unfinished stuff doesn't peek out from the side of pics but the game has been getting very slow so I figured I'll post what I got so far. I'm down to 8 fps or so around the new district so I really want to wrap it up and move on. Long War 2 is out and I want to play that too so I'm going to be taking a small leave but I will come back. Limit wise everything is good except props, we're almost 1/3 filled up on that though I doubt I'll reach it before I go insane. I'm going to stop doing so much terrain on outer stuff, specially along the highway because it's boring as $%&^! and it eats away at FPS reducing the enjoyment I get from doing the actual street details.

    2RjK10a.png

    Thanks to the new mod CSL Map View we can get some cool map shots. As you can see I've made the southern part of Highview Park into it's own district, Stuart, named after the first thing I looked at while trying to come up with a name, Stuart Hall. Let's also talk about the elephant in the room, that .. thing.

    UEUzqrh.jpg

    It's the .. Vegas? (forgot) interchange by Agusingnavy. There aren't detail shots since I haven't worked on that area but it was the perfect interchange for what I wanted. It connects the highways at a relatively good angle and also lets me pull one through what will be downtown in the future. I'm taking a little credit though, I spent 8 hours fixing this thing going through every node 1 by 1 and making sure each curve was smooth, the right height and the correct road since I made all the entries and exits correctly branch off into their lanes, by default it's none of the above. It was a nightmare and I never want to do it again.. The 1 lane splitting into two 1 lanes still look bad though, no idea what to do with those. Anyhow as you can see I've placed the central train station for the city as well. Commuter rail isn't going to be a huge deal for us so I didn't want to over do it, we will play with cargo and our main public transport will be buses, metro and possibly tram in the future. Ladies and Gentlemen, please fasten your seat belts.

    SbTamLe.jpg

    I spent 2 days or so staring at the screen with minimal progress at the beginning of this. The building style took me a really long to get acquainted with. This isn't low income or anything, just a nice but older area that used to be small but is now starting to grow. I really wanted to get that look right, the construction areas help with that but the building placement and choice is the most important thing. I used assets that look like they belong together since they were constructed at about the same time for most of the buildings and ones that look nothing like them to create a certain look like the community center in the photo. You can see how the natural buildings of the area are smaller, older but nice buildings mostly to the right and how the rest was empty land until the suburbs with some businesses in between. With time offices settled near the main road with the rail overpass that will connect this area with downtown. These offices took over as the center zones for this area and the focus is shifting to that zone. That section on the bottom left with the VIM store is WIP so ignore that block:P

    3xImGFD.jpg

    I'm not sure if Americans have these kinds of landmarks but it just came out and I thought it looked really nice so I threw it in. Just behind the advertisements you can see some workers installing fences, again slowly interacting with the little of what's left of the foliage and empty space and taking it over.

    dP45wHh.jpg

    Same scene, a small clinic I stuck in the corner of a building. I think it blends in really well. Assholes parking on the ambulance zone to complete the picture, as always.

    85Gdniv.jpg

    Same place just facing the other way. This is part of that Brooklyn themed residential zone you've seen on the overview. The houses on this street are mostly 3-4 storeys tall since they are on the main street while the ones behind are smaller. We're going to pop out at the end of this street at the construction site after.. 11 photos precisely.

    LpYOR58.jpg

    At the corner we have Phil's Wash n' Dry. This is a very basic little "wash it yourself" kind of car wash for the residents of this neighborhood. Lately the construction trucks have been using it, washing off dust and construction gunk and you can see that it's starting to take it's toll on the environment.

    SatItCD.jpg

    Just around the corner we got some courts, looks like they're choosing teams.

    L43wp3S.jpg

    After that we have a little site where workers are hard at work preparing the area to build a playground.

    SUWT377.jpg

    Naturally, I've also detailed in between buildings. Here's a little dog park. *sniff sniff*

    YgDegXq.jpg

    Popping over to a site I showed before it was detailed in a previous post we have these old warehouses which were converted to medium rise offices as the industry moved away from the residential area. It is home to the company in charge of the constructions. I chose to leave it like it was and just detailed around it, I think it looks fine. Check out the elevated shed by the mid-lower right of the picture. Can you guess what I'm using as the ramp? :P  We'll see more of him soon. Fresh Market to the left.

    fWAIcvw.jpg

    Here's the front of Fresh market from the left corner of the previous photo. The recently released decals work really well for decorating this kind of commercial.

    bTanazJ.jpg

    Here's the Decathlon just behind it. They sometimes have stuff outside and I wanted some detail in this area since I didn't really have that much. I particularly enjoyed the fake trees in the camping section in the back.

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    Last one as we leave this area. I just wanted to show how little detail can also look good if you do it right. There's very little going on around the shell, it's all about the layout, how the planters separate the area to create walking spaces and how the buildings are facing that "makes" this scene.

    euncjgP.jpg

    Here's an overview of the area around the CC, or as I've named it, Stuart Indoor Recreation Center, not amazing I know, luckily though, visually it is. I wasn't sure about the brownstones at first since I just squeezed them in there as an afterthought but I think I managed to get them to look as though they belong.

    Rij7YmM.jpg

    A closer look.

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    And one from the "Double Mickey" named for it's particular planter shape that was calling for attention from the previous photos.

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    Here we are 11 photos later as promised. @Robban040 My friend you may want to join us for the next part. Go catch up on what you missed first though :P

    1MyI24v.jpg

    The construction site! It's at an early stage right now, they're removing all the crap they've dug out and building the first layer. I don't think it works this way but it looks credible enough. I made a little area as you enter to the left, away from the machines where the on-site workers can take a nap or hang out.

    rgb0cBA.jpg

    The site is very simple. I didn't want to over do it with machines everywhere.

    SgXdjh1.jpg

    On closer look you can see every prop justify it's existence. I'm not throwing stuff in just because it "looks industrial". The guys at the back are mixing up mortar, up front we got a cement mixer filling in a designated area, even the winch is carrying a girder over to "where they want it" (+10 points if you get that reference). It's not a lot of detail but it comes together very nicely when you make things look like they're working.

    Mz3dUv7.jpg

    *Beep beep beep, "Steve we need another 2 inches to the right" Wait.. what's this?

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    That cute little dig was just a prototype... I give you the Construction Site 2.0.

    xQj2B4G.jpg

    CE8TVx1.jpg

    LJ6r38h.jpg

    This was a big project. Took me a whole night to put together and I pretty much went through every prop trying to think of a use for it. I think it turned out "pretty good". The biggest issue was finding something to form a base for the structure without slapping a million 1x1 boxes together or something. I bet you have no idea what all this concrete is. Yeah.. no way anyone is going to guess Runway Markings. Turns out they're not decals but $%&^!ing huge walls that have been sunk in the ground so just the top shows. The bricks weren't fun to allign, they're still not perfect but I'm not going to touch it anymore. I've used the little ramps which are actually mini golf holes that I hinted at before, ladders and balconies to make up a material elevator. Also using some electricity poles, a swing, a skip and railway ending.. something for a pulley system that transports materials from one building to the other. That was very fun to make and I feel very happy with it. The first joke picture was the street side of the construction next to the Walker building. There's a lot of detail there as well. If you look closely you can see some Joe's with jackhammers (post boxes, lol) breaking the old concrete so they can install a luxury pavement to go with the Walker offices. The big construction on the left is in fact an extension for the Walker building as it fits perfectly behind it where it cuts off. I adjusted the height so the new construction picks off right from where that one ends. I thought that as time passed they wanted to expand and this block was probably their lot from the start. It was probably cheap land on the outskirts by the rail in the time that they bought it. In the game I've designated it to be the Columbine-Walker Radio & Television HQ.

    FoRUZXA.jpg

    St. Anne Cemetery by the station. I wanted to have the cemetary kind of natural and not that cared about and the crematorium built into the side afterwards as they ran out of space and presented an alternative. 

    3BXiHrO.jpg

    Just behind the cemetery we finally have our first Warmart. Damn that took a while but we'll have more commercials like this as we move closer to downtown.

    That's it for now. I can finally play some Long War 2 with peace in mind. If you want to give feedback talk about ideas please feel free to do so.

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    Awesome pictures. Those construction sites are especially impressive. What's the massive concrete column thing called exactly? It's like to check it out.

    Also, where did those bleachers for the basketball courts come from?

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    Quote

    Here we are 11 photos later as promised. @Robban040 My friend you may want to join us for the next part. Go catch up on what you missed first though :P

    LOVE IT! Far better than mine, hats off! :)


    -Robban

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    My god, your detailing puts all of mine to shame. You have struck a perfect balance with your detailing. Not too much, not to little, just right. Plus your city has such a unique design.

    Can't wait to see more.

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    This is a fantastic city! I do have a question. How do you get your decals to be in other shapes besides squares? An example would be the wooden deck at your hardrock or the dirt under your bagel stand. I'm really new to these kinds of mods and just starting to do this kind of detailing. Cheers!

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    @JayBMF Sorry for the late reply, try to get used to the "snapping" of the surface painter. Gravel for example will snap next to a road for 1 tile but then not the next in an on-off pattern while ruined does not at all for some reason. It's the same for when you're using it next to buildings. You can't plan for this of course, unless you're completely insane, so what I do is use it where I can to make little patches of dirt and then detail those patches with bushes. I'm assuming you meant the Einstein Bagel next to the Fresh Market, you can see there the gravel fits perfectly after the sidewalk concrete. Just a little to the left or right would not have worked and would've destroyed the sidewalk. You can use the 1x1 concrete prop to fill the sidewalk sometimes, I often place one and nudge it towards the troubled area with move it! but it won't cover surface painter. Some of the decals have specific shapes as well, a good example being grass03. It has a yellow spot where it looks kind of ruined. I rotate the prop as I place it to use that yellow spot for marking where people may have walked in according to where it's being placed sometimes or just moving it around so it doesn't look tiled. Decals will flicker if you place them too close together, you don't want them overlapping. I usually use bushes and trees them in the seams between two decals. If you can get just a small bit of gravel underneath it will look pretty good for a wilder looking bush but it doesn't always work. I also use ruined on grass02 to make little paths between the seams, without overdoing it though because it can end up looking like a pattern. Just experiment, move them around with move it!, rotate them and get a feel for how they work. If you look at the patch of grass in front of the Walmart in the last picture you can see a little bit of gravel that leads to the store signs, that's a good example. Another grass02 tile doesn't fit there because it overlaps with the brick tiles so I filled that part with the sign detail. The sign wasn't an intention I had from the beginning, I use the problem areas to figure out what kind of detail might go there.

    Finally, the wood is made by DeCzaah https://steamcommunity.com/workshop/filedetails/?id=808237132

    God damn it won't let me out of link mode :P Anyways those wood pieces are meant to fit together when rotated. He made them specifically so that the texture picks off right where the previous one left off on pieces that are smaller. Rotate them around and you can use them for nice details. Even just 1 or 2 like in the pic with the Fresh Market can have a big impact. Hope that helps!

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    Update time! It's been a couple of weeks and I've been playing XCom but it's gotten a bit boring and I'm always checking the workshop for CS every day so the goodies have been piling up and I really wanted to use them :D. I've finally completed Stuart(district). Before we step into it I just want to mention the projects that I have planned in order of highest priority to least. You can skip all this for the pics, this is for me mostly.

    1. Rails and transport. I think now that this district is done I'll turn my attention to the rails for a bit. I'm very unsure about the public transportation so the more rails I can throw in here and there the more I can plan the other transports so they can interact with rail stations and distribute passengers.

    2. Moar Industry! There is a massive demand for industry right now. Now that I've got the railroad I can just go up and down that popping down some industries as I need. I still want the main part to be on the harbor though. I think a nasty, old steel mill could be nice somewhere on the left side of Highview Park.

    2. City Park or small forest reserve with Amusement Park, Zoo and the University. My main issue is that I've been doing a lot of neighborhoods and they can start to bore after a while. I still love them and will do 100 more no doubt but I think I prefer to "fill in the blank" rather than have a 10x10 canvas and a paint brush. Let me iterate. The scenes look more natural to me when I force myself to use every inch and also consider the terrain when detailing and laying things out, at least to me and I have more fun. I prefer to have a 10x10 that's surrounded by different things so I can design it to fit them rather than a 10x10 inside a 100x100 blank zone.This map is very flat for the most part, specially the area where the city is supposed to go, where we are ATM and sometimes I feel at a loss. My second reason is that half the things I want to do are near the shore and we are nowhere near. I want to have everything planned and not just jump 10km up the map to start building there. A big park with detailed things like the zoo and the amusement park will take up a huge chunk of that and allow me access to the seafront should I need it.

    4. Power plant & Water Distillation plant, coal mines.

    5. TV Studios. This is a perfect way for me to use some of the funky assets on the workshop to create sets. I have some in mind already. This will probably be an entire district on it's own and provide a considerable amount of office jobs. It might be the main office space in the city and I'll probably get to it after some more districts when the public transport is more settled.

    6. Dry dock, Cargo harbor, Marina, Beaches, Condos by the sea, Casino/Nightlife bay area. All this is planned and we'll eventually get to it.

    7. Richer suburbs, posh district, private beaches and golf course.

    8. Camping, hike paths, forestry.

    9. Farms and Agriculture. I want to get the city layout settled down a bit first but after that's planned I want some more towns similar to the first but much smaller that are farming communities. I'm thinking I can fill in what's left over after things are calm so this isn't a huge priority.

    10. Airport.

    Each of these comes with it's layouts for roads and transport so I'll have tons of neighborhoods to fill in as I go. Let's get started.

    FDVSv4n.jpg

    Remember when I said not to look at the area with the VIM previously? You may look now :P

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    I've made it into a very small commercial area, just somewhere you can have a burger and then walk around and look at some jeans or something. Also added a taxi depot because I didn't have one yet.

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    Filled in the area between the highway and the district with some more buildings.

    gakdDnu.jpg

    In the middle we have a coach pickup zone. This is just a stop along the way where it picks up passengers from this district, nothing serious. See those new sheds? They're so good and I'm using them a lot now. I think they're supposed to be German alpine houses or something. They're props which is great. Also something I've discovered, I'm probably the latest comer to this party but I figured out that you can use the concrete road to create an entrance like I did with the right side. I just connect the lanes afterwards so nothing goes in and it becomes just a visual, otherwise cims will drive in and make U turns.

    41KsjkC.jpg

    Super simple detailing makes a huge difference. Just pull back your buildings and make a 1x1 space which you can fill with decals or planters or both. Cims walk on the outer edge so it's all good.

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    These were there before this post but there's a little road that leads behind those apartments...

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    This is what I meant with light hills. I love this scene.

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    The roses are new and so are the lime colored bushes. Breeze has a bunch of new flowers and trees so I got all of them. If you look closely under the roses is a new dirt decal as well. TempleofDoom released 4-5 new decals and they're very fun, we'll see them in action soon. They're different than the regular decals though, good and bad. The bad is that they don't work on slopes, and the good is that they only appear on one surface, regardless of elevation. If you put a regular decal half on a quay and half on the ground it'll render on both, these only show on the ground.

    5ffXnKR.jpg

    A little communal BBQ spot for the apartments. I didn't want to fence them off as it would hide the detail but also needed to separate them from the public path right in front to give them some privacy so I put some bushes. I tried hedges but they didn't like the slope so I popped like 50 bushes on the side and picked out the smallest ones. I think it turned out well. It's a good balance between what they planted themselves (which is all of this) vs what is natural around this area that you can see in the previous pics.

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    To the right we have these. It's just some generic parking but I wanted to show you something.

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    Left side.

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    Right side. I think these little details behind the buildings turned out great and I want to adopt it as a style I'll do more frequently in the future. Usually the bigger decals don't fit and that's why I concrete and then detail on top of it. If I can leave enough space for 1 dirt02 I can make little scenes like these. Something different behind each building (submit your ideas!). Also look at these new bushes! I knew they were going to be awesome because we didn't have this before. All we had was round bushes and now we have these grassy, long, un-cared for and wild type of bush. Perfect for corners and areas that don't get much attention from the gardener. Also the generic tree, lets not forget him. They come in all sizes but I prefer the 2 smallest ones. Too much oak and what not starts to look bad IMO because it's a very specific looking tree. These are really generic and serve perfectly when you want a regular tree just to provide some foliage in the area. They look really good in the city between buildings when you just want a small tree.

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    The commercial street with the Walmart has come onto it's own.

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    The artsy thing in the middle is by DeCzaah. #bollardseverwhere I know.. I think it's just on the brink of looking silly but it hasn't crossed the line. I switch a lot between bollards and railings. I think IRL they just use like 3 types for the entire city but I don't want to keep track of it and I also don't want to have them categorized. "Oh I made a street, time to put the street bollards in". I'd rather just change it each time to suit the color of the area.

    rrBw7jt.jpg

    A shot from the back of the Chevron.

    mFY3sUM.jpg

    Let's do a 360 around this block and then I'll show you the "monster". There's some "industry" up the road on the right and there may be some truck traffic so I wanted to have a safe way for the cims to cross, hence the overpass. It took a lot of work to get this scene right but it turned out really nice. I'm using the dirt02 method again here. I just find an area where it fits, throw it in and make a path around it, then I can detail as I want. I incorporated the benches on the side of the Natwest into the little dirt park that you can just about see there.

    J8Q5S8z.jpg

    On this side we have a small mall and also the parking zone. I try to put bumpers when ever there's no curb, I think it's a good balance.

    A9wqP0C.jpg

    On the opposite corner we have an old industrial building that's been re-purposed to a restaurant. I also tried to align the decals and planters to the buildings so it looks like entrances. You can see it very clearly a the entrance for the Ibis Hotel. In the next area I've done a lot of building mixing, I think it's a good balance but tell me if it's too much. I don't want it to look like I'm just throwing everything from RICO into the game and squashing them together.

    3f4SJ8R.jpg

    Before we go let's just look at this final picture. One of the industries was crying about services and I had put everything but schools, so I put those in as well (he's still crying though). This is really small school. I figured a modern school could be cool since it's so tiny so I went with that. There's no playground or gym and it's a terrible place because of the trains all day but I didn't have any other space for it, sorry kids. They have eco-parking though, who needs exercise when you got Science! Also a little patch out back for gardening classes or something, right next to that new shed. Mmmm.. sheds...

    GaM3uX5.jpg

    Welcome to Western Auto Truck factory. Now before anything, for sake of cool detail I've forgone realism. In a vehicle factory everything is done indoors and it's just one huge box. That's boring though so I had some fun with it.

    TZiP8Qu.jpg

    We have a 2 part system. On the left, unpainted (white) trucks that come out of the factory are taken through the paint shed and painted.

    7qnBgpy.jpg

    Once painted (there's a current order from CIM for a line of blue trucks) they get towed by Kenny there over to the right side, "The Grease Pits" as the men have taken to calling it, where the engine, transmission, exhaust and what not are installed.

    UP3PXDe.jpg

    Here you can see Steve distributing all the components around so maximum efficiency can be achieved... Unnnlimited Pooowaaaaa. Thanks Steve.

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    Detailus Genericus Maximus.

    zGzLP7r.jpg

    Poor CIM is stuck with Euro trucks until the factory completes the order. American drivers complain these tiny damn European things don't have enough room for their huge American penises. Also a little weigh station if someone needs to calibrate their dampeners or what ever before setting off.

    jmMgb2G.jpg

    The stabilization basin. Here the nasty factory water is mixed with some distilling chemicals to wash off some of the gunk before it's sent down the drain.

    Gp0IPrh.jpg

    Here are some of those new decals in play. Mud around the edges where the water leaks onto the soil.

    EucOr7u.jpg

    In the back we have a cargo station. It was really tricky to squeeze in the rail and get it to look good. It was still weird after a lot of tweaking but then I had an idea and I elevated one line and put it up on a quay and it turned out fantastic. The actual rail passes at a higher level while the station and it's line looks sunken.

    2fClB8k.jpg

    Some generic industrial litter.

    cn7Zjh1.jpg

    The smoke stack.

    KD1jacg.jpg

    I didn't want to overdo the pipes but if there's a smoke stack and dangerous or hot gases, it makes sense to have them vented safely, away from the workers and filtered properly for the environment. I made a little shed underneath the pipe with some Saps shutters. The propane doesn't make sense, obviously, but it's probably from an older time and now it's been re-purposed to hold something else. That whole section of piping is new, as apparent by the asphalt. I wanted to make it look like an addition, like they modernized parts of the factory with time and dug in some new stuff underneath, filters for example as gas output regulations changed with the times. In the previous photo you can see the area around the stack is rock, that's also on purpose, to give the illusion that they've slapped on some of these parts as needs grew on top of areas they hadn't thought of "pruning" when the factory was being built.

    CYwoWeH.jpg

    I've been testing a model for a substation as you can see on the left but it's not done yet. I have the asset that's a substation but I want to make a smaller model, just something for this industry. You can see how much stuff I smushed together. I'm very picky about it and it takes a lot of time, I don't just throw the first 5 buildings I can grab. I think it's perfect but I'm biased so do tell me if it's too excessive or looks off.

    94dbh38.jpg

    As you can see this whole district is filled now and I can take a breather. The next project will probably be those offices. They are going to be the Rail Yards & Transportation HQ of the city and I want to work on the rails as well. I need to detail the storage and maintenance lot you can see there and flush out the rails and the station to the right which doesn't appear in the photo. I'm still considering changing the station, will have to play around with it and see. That's it then, I hope you liked it!

     

     

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    Great work.

    What's that dark surface surrounded by yellow that's coming out from the door of the taxi station in your second pic?

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    @Matthias King That's the scale from https://steamcommunity.com/workshop/filedetails/?id=852670906

    I think used like that it can also look like some kind of ramp that leads down into the repair shop part of the taxi depo. Under the trucks at the grease pit they're used as "lift things". Irl it wouldn't lift but it would have a shaft going along the bottom so you can jump in and work underneath but there's no way to represent that.

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