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I'm building my home town, Berlin, with the help of your many mods and assets (I am using 70+ mods and 600+ assets). I started playing Cities:Skylines about 2 months ago and I'm enthused by the activity happening here and in the Steam Workshop. Thank you guys!
I'm endeavoring to add some of my own custom assets to the Workshop, but I'm new to the entire process. I'm good at photoshop, but I suck at Blender! I booted blender for the first time last week, so I'm at the rough end of a steep learning curve. You guys have been very helpful to get me over a few stumbling points. Now I'm getting ready to publish a couple of items and I'd like to run them by you first. I'm trying to start simple, but even simple objectives seem to morph into week-long efforts. Please let me know how my work can be improved.
I've got a Checkpoint Charlie cooking (check my screenshot stream on steam or on twitter, if you're interested), but let's start with the Rosinenbomber from the Deutsches Technikmuseum:
I found a DC-3 model by Giovanni E and lifted it to the top of the stock library with some prop anarchy:
I was happy to find a DC-3, but the model has some texture problems (the illumination map is always fully on) because it's an old model and was probably made before After Dark. In wanting to fix the lighting problem, I wound up re-texturing the entire model to specifically be the famous Berlin C-47 "Rosinenbomber," as well as adding some propellers.
It's starting to look decent in-game, but I still have some shadowing issues that I'm working on around the windows.
I'd like to improve the body texture so that it looks more silvery and less white in the sun (I'm using PhotoReal3 LUT and Daylight Classic mods).
Here are my current diffuse and spec maps:
How would I go about improving the look of the body surface? I'd like it to be more shiny and silvery.
My next question is, what is a good approach to make the LOD model?
Thx for looking & thx in advance for your suggestions.
Okay, I admit it. I haven't played SC4 or Skylines for months. I defected. I realized that players here are like artists. Through K6 I mainly got in trouble in art and music. I was a professional software engineer/manager. This is before the Web where art did not count; workflow counted; because my users were always captive.
So, I have been playing Rome 1 (Darth Mod) and Shogun 2 (Darth Mod). There is something about conquest and destruction that reaches deep down inside of me. Yes, I know I am highly flawed.
To the point:
I watch TED lectures from time to time (while on the treadmill). I have seen quite a few on city design. But I look at both SC4 and Skylines and I see two products that make a tremendous amount of assumptions about what a city should be. Many of the ideas in these TED lectures like going anti-sprawl and highly compact multi-functional communities are in no way easy to model in these games. My point is they are beautiful artistic, but not really labs for experimentation in city design and impact on a host of factors.
Maxis once produced a game called SimLife. I tried both the DOS and Windows versions a few years back. And it was little lab in genetics, selection pressures, and populations.
I was just thinking how it would be quite cool if these games would allow the user to challenge the very notion of what a city is and explore and simulate.
I am currently living in Taipei, Taiwan.
I was driving around yesterday thinking about this place doesn't look like anyplace else ... meaning even in a flexible game it might not be easy to capture the feel of Taipei:
(1) The lanes don't line up across intersections (and some cases the streets as well).
(2) I learn from SC4 and CS that roundabouts (not common in the USA) are to keep traffic moving. There are many in Taiwan except that they all have traffic lights which seems to defeat the whole purpose.
(3a) Multizoning. Like LD/MD residential with LD shops on 1F and 2F.
(3b) Multizoning. Little farm patches simply stuck here and there. (I suppose a ploppable vegetable path would cover this.)
(3c) Multizoning (underground). Huge underground shopping complexes at major subway junctions.
(4) Roads within city limits which wind up mountains with slope and turn sharpness hard to reproduce in a game.
(5) Motorcycles everwhere (yes, on side walks)
(6) Tons of two way short residential blocks not wide enough for two ways; not gridded; often deadend
(7) Large amount of vacant real estate not abandoned (Chinese invest in real estate like in The West people invest in financial markets)
I am new to 3d modeling. I have successfully used Blender to make extensive modifications to some existing models dumped vie ModTools.
I have noticed that all the models have about a 1 meter "skirt" that extends down underground from the outside walls. I assume this is in case the model is placed on a slope and some of it is exposed then there won't be a hollow section. However in some cases the models have pretty extensive underground sections using a lot of tris matching all the detail above ground. If my assumption is correct, can't I just have a single piece (2 tris) covering the whole side wall?
Here's I picture of a garage model showing all the extra tris below ground (the red line). In this case they are also double walled.
Can I get rid of them for more efficiency? Should I replace with a single double tri underground piece?
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