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So I was recently looking at some Japan driving videos and got inspired to make some highway pillars.
I'm planning to make an entire set of various types of pillars in this style, even a 6cell over-canal pillar. (if it goes okay)
Tell me what you think about my first attempt, I need to nail the style and the details before I start making other variations.
Constructive criticism welcome, also any ideas.
By the way, do pillars have LODs like regular buildings? I should just make it just the pillar, without the small details - pipe, wires, supports.
Not sure when they're going to be done and available.
Hello everyone. This will be my custom content showcase and workshop thread. In all the years I been a member here, I never uploaded any content but enjoying great work by other members. I take this opportunity to say Thank You to all content makers for making our city building experience so enjoyable. I feel that making content is overdue for me and I want to give back to the community. I have some buildings and trees that I will be showing in upcoming updates to this thread. I will also be asking for advice and help.
11/19/2017 Release: The Christmas Tree Link http://steamcommunity.com/sharedfiles/filedetails/?id=1205112717
More info on last pages of this thread.
Note: This post was edited 5/29/2015 to reserve this first post for all current updates.
Hi, i'm new and basically im trying to convert pre-textured 3d models of cars to assets for CS but im so lost on how to properly uv map or how to make a proper diffuse maps for a model that already has textures(in seperate files at that). . Heres a look at what im working on.
The models already have their own uv maps(right?) though they don't seem to include the wheels and they're organized weirdly..i can't rearrange or explode them in the uv editor without the models textures going allover the place and messing up.
And those are examples of the textures.
I've already looked at the two tutorials on steam related to making assets for CS but they're missing too much info and are more focused on models that aren't textured and overall didnt help me much at all. I know the basics to what type of texture maps cars need, and how to optimize the mesh to have less polys. If anyone can please help me i'd appreciate it.
I use 3dsmax 2015 but can also use blender
Hello ST community,
I will use this topic to show my upcoming, work in progress and finished mods for Cities: Skylines. Some may know, some may not - I make soviet style buildings and car models.
Here is some showcase of my already made mods:
Link to steam collection of my residential soviet buildings. Series 1-464LI
Link to steam collection of my passenger cars mods
Link to my steam collection of heavy land vehicles (buses, trucks)
Here is the link to all my planned, WiP, released vehicles list in Trello website
By hugues aroux
For its "autumn-winter 2017 collection", Scoty presents its pavements Three Tints of bitumen very trendy. This dark red bitumen that is all the rage in the bourgeois neighborhood, a must. For the popular neighborhoods chosse our range of faded gray bitumens and speckled with butts of cigarettes, chewing gum and other weeds. (guaranteed without dog poop).
Give your cities and towns this little provincial french side. Your Sims will frolic there until spring.
Uncompress the zip file into your plugin/ folder.
Also contains the SCILT file ! (as C.P. production)
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