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Exurbanite

Exurb's Main Street Americana Collection | Custom LOD Creation Guide Released

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Yup, RICO is for assets with a large footprint. For small footprints, growables are better, as you can easily clone them in themes in order for the simulation to run better. And, as Darf said, you can also plop them if you want or add them to RICO yourself.

I guess the favorite Youtube series cause this impression that most people don't grow their cities anymore.

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I would agree with Darf, especially now that Plop the Growables is a thing. I'm a city painter myself and I've made tiny RICO houses before but with a growable version on the side...

These buildings are great additions to the Workshop, keep up the great work! :)

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  • Original Poster
  • Alright...thanks for the feedback. I guess I can make some alternative growable versions sometime in the future.....my next assets will likely be RICO-ready instead. 

    Also, do you all think that I should go back and add some roof props to this asset http://steamcommunity.com/sharedfiles/filedetails/?id=1089195880? I intended it to be customizable but from in-game pics I've seen most people don't bother to decorate the roof.   

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    Another fantastic building! Perfect for small town America.

    Re: roof props, I appreciate these being added by creators as it's something I always forget to do myself!

    Plop the Growables and Disable Zone Check are now must-have mods for me. I do use RICO on small buildings when I want to change the number of households or employees, though.

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  • Some Updates:

    Well, in the process of making the surf shop I figured out why my textures sometimes warp around edges. It's the "snap to pixel" option in Blender's uv mapping system that causes the problem, specifically, when I initially unwrap an element and drag it to the appropriate texture...the vertices are sometimes moved a pixel or two out of place. The solution I found was to simply untick this option when moving a newly unwrapped element into place over its corresponding texture, then finally reticking the box when it was set. Hopefully this helps others who may have had the same issues. 

    Additionally, I'm announcing my foray into a new residential asset series. For the time being, I plan to keep working on more small commercial buildings...I have a pack of generic storefronts that just needs texturing. Anyways, I want to start a collection of low rise mid-century styled apartments that are commonly found throughout suburban Southern California, Vegas, and Phoenix. They're not the prettiest buildings you've ever seen (downright ugly, actually), but they are fantastic fillers and seem simple enough to model and texture.   

    Here's what I'm referring to: 

      black.jpg.860539634fb54c85ba8eca5f4cc3c8a7.jpg

      asdf.jpg.768fec1c104dd2a4f9d86bd0dca66caf.jpg

    • Motor Court/Motel-esque Apartments

      5999e75e8b71d_motorcourt.jpg.6f3744f38314e55d53a5d9f687c3461f.jpg

      adsgeahs.jpg.d975d0c31e3dd506f33a32812fe4ac9d.jpg

    If you want to help me with this large project by contributing texture and reference resources (pictures, building names, plan layouts, decoration ideas, etc.), feel free to do so. I know there's demand from the community for assets of this type, so I highly encourage creator and user input. Thanks.

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    YAY!!! I've badly been needing these exact types of homes for the SoCal city I'm working on. Especially those 'motel' apartments. LA and San Diego are lousy with them. And the types of houses you find in LA and SD with garages facing the alley through the middle of the block. Those are everywhere there. You really can't build a convincing SoCal city without them, so I'm super excited to see these coming down the pipe. :D I can't wait!

    If you need help, let me know and I'll try to provide what I can. I've done a lot of research into this area. Did I mention I can't wait?

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  • While I was searching for some reference pics of commercial streamline architecture, I stumbled across this specimen:

    new-union-pacific-station.jpg.379362b10e9305f67294011cab84b54b.jpg 

    I have been thinking about doing a train station for a while now, but was put off by the necessity of having to model the platforms. However, this station only features plain raised concrete, so I think this should minimize creation time and frustration. This would make the station highly customizable -- a simple concrete platform would allow decals, planters, lamps, etc. I am also thinking of leaving the top sign portion empty so users can place various rail company/line signboard props themselves.

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  • 12 hours ago, Matthias King said:

    I love Streamline Moderne.

    Same here, it's among my favorite modernist styles. Personally I've never seen a streamline train station before happening upon that one... it's a real crying shame that it's been replaced by this monstrosity: 

    Plaza.jpg.25534130d8e908bea563c23e99a4a3ae.jpg

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  • More Project Updates:

    For the next few weeks I'm focusing on releasing some more storefronts and grungy commercial assets before I dive into working on the train station and the apartment series.

    Regarding the station, I've lucked out and found archives of the original blueprints, so that will save me a ton of guesswork and time. 

    The apartments will be in a few broad varieties: 1) Early 20th-century bungalow apartments (Spanish colonial/mission/adobe revival), 2) postwar dingbats, and 3) 80's/90's duplexes. Some of the bungalows and duplexes can be made into modular assets which I think many players will appreciate. I think I will omit most of the landscaping (save empty planters/retaining walls) since we have plenty of stuff on the workshop to do that in game. Finally, a request: if anybody is willing, I would like if they would help me make a few custom A/C props and garages.

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    1 hour ago, Exurbanite said:

    Same here, it's among my favorite modernist styles. Personally I've never seen a streamline train station before happening upon that one... it's a real crying shame that it's been replaced by this monstrosity: 

    Plaza.jpg.25534130d8e908bea563c23e99a4a3ae.jpg

    No doubt. That thing is kinda ugly. Good luck with your next projects. If I could 3d model, I would be glad to help, but sadly I can't. But if you need good reference pics of anything, I'm happy to try and find some.

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  • In the process of making more low-commercial assets, I've recently gotten into a sign-making binge. I've made a bunch of old car dealership and liquor store signs, but for the moment I'm focusing on a variety of "for sale" signs that I plan to release in a few days. I thought this would be useful prop pack since there's essentially none of these on the workshop despite their prevalence in the real world.

    Since most of the signs will share the same model, I still have one last reservation over whether or not to include angled support posts like so:

     20170831150516_1.jpg.f0ac79c8e9b6468223412e4b0418517b.jpg

    or without...

    20170831150604_1.jpg.cbd3a6073045bf574db1507f606a5b42.jpg

    Personally I like the more realistic look of the support-post variant but others may prefer functionality of the simple 3 posts so they can make double-sided or v-shaped signs. I'd like some input over which version to release. 

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  • Ok, I've settled on the support posts version. If everything goes as planned the pack should be released either later today or tomorrow.

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  • The release took a bit longer than expected, but the Realty Signs Prop Pack is now on the workshop. Choose from a variety of 16 signs to spruce up vacant lots, buildings, and construction sites. I made sure that it works great with the Prop Scale mod, too.

    sdf.jpg.5710570295a53c78632d360099d626aa.jpg

     

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  • @Mr_Maison I'm glad you enjoy them. I myself probably won't have the opportunity to use them in-game for a while due to my massive backlog of models to be textured.

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  • I've started to dip into with my apartments project, and I came up with a fun and simple prop idea for customizing buildings: 2D kitsch lettering. If you're unfamiliar, here's a photostream that illustrates the concept.

    Alpha mapping seems the obvious way to go with these, so I cooked up a test example:

    59b9b8bd0a3e9_thepalms_a.png.55c0299e1bfaac49ecd6db2a6b45fd11.png

    I've been using Ronyx's Bauhaus sign props as a reference (I'm not totally sure they're alpha mapped...if I am mistaken please correct me). However, when I compare the two I notice mine deteriorates in quality fairly quickly when zooming away. Including a LOD doesn't do much to increase quality aside from preventing from it disappearing entirely.

    Untitled1.thumb.jpg.935dc6553a705e18af5494e0bd55dd4f.jpg

    (**Bauhaus sign is scaled up in pic)

    Since I am also planning to use alphas for stair/balcony railing and decorative lattices, I would very much like some help on how to nail down the proper method that would give me results similar to Ronyx's. Otherwise I feel that my attempt at them is woefully inadequate and a waste of time. 

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    Try making the black on your alpha map a lighter grey. As long as it's darker than 50% it will be transparent, but changes how early it disappears when you zoom out. Here's some examples with fences.

    Looks cool! I would recommend having a 2nd face set about 1-5cm behind the first for better placement in the game. :)

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  • Thanks @Avanya, that little trick works perfectly. I used a value of 48 in gimp, outlined the letters in the diffuse, and padded them by a few pixels and I get no noticeable degradation at distances. It even stays visible beyond most other props. There is a tiny bit of black outline around the letters at a distance until the LOD kicks in but I think I can iron that out by lightening up the diffuse background color. 

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    How about a Storefront that has a Patio or Drive-Thru? One that's big enough for a Big Box Store? Blank Exit Signs for what's off a Exit like let's say Exit 12 Cities West side Bocks 2 Miles,Hamilton 20 Miles,East side Smith Park,Neartown 45 Miles and Military Academy and if theirs Gas,Food,Lodging and so on off Exit a Sign would show up before Exit and Off Ramp to with pointing which way/how far to like McDonalds 2 Miles to the West. If their's a frontage road and has like Lodging on them point how far to it?

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