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Ryno917

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About Ryno917

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  1. Great stuff! Are those underground shots done at night so they're dark?
  2. Could designate a parking lot as a park with an entrance fee. Roundabout way to do it, but it might work.
  3. Gorgeous! Any chance for some shots of how all the rail lines rejoin underground there? Very interesting
  4. Network Skins 2

    Amazing! Thanks for you continued work; not just on this, but everything for the community. You've changed this game massively.
  5. Both, I suppose, but specifically an AO map. In the case of C:S it'd be the highlights and shading on the main diffuse texture. I don't have the skill to manually paint this stuff, and I can't simply use photographs since what I want to do is fictional. Was hoping there was another method, beyond just modeling a high poly vehicle and baking a texture from that, but it seems that's probably my best option.
  6. Whats wrong with my texture?

    Maybe some compression artifacts on the specular map?
  7. Thanks for this! I'll give it a watch later and I'm sure I'll learn a few things.
  8. Getting back into C:S and I've only been able to successfully get the map editor to launch once. It takes a few minutes for C:S to load, and then 15-20 for the map editor before it inevitably crashes. I've tried running with the "--noWorkshop" and "--noMods" commands but it's still loading assets. Took a couple tried but I was able to get the 'disable all' button to work in the content manager eventually, so no mods are being loaded and no assets are enabled. There's a few map themes in there, and that should be pretty much all that's being loaded. I believe I have all main DLCs (will have to double check, but I believe I've got them all except for the radio stations). My system isn't brand new, but it's not exactly slow, either: i7-4790K, 32GB DDR3 (forget the speed), GTX1080. Looking at the log, it looks like it's running out of RAM at some point 32GB RAM usually ~70% and 64GB page file ~95-100%. I use this rig for work (complex 3D CAD, Photoshop/Illustrator and 3D rendering) and it does the job; though recently Adobe CC has been a right PITA; I'm starting to think my RAM might be on its way out, but it's still functioning fine everywhere else. I can't figure it out, though; why would it be using so much RAM if no mods or assets are enabled? I only have about 1800 things subbed in the workshop, too, and they're pretty much all disabled in game. Any ideas?
  9. Yea those details aren't too concerning for me; I'm used to that kind of thing. Where I really stumble is in trying to paint the highlights and shades of the main surfaces. Since what I'm going to be working on is fictional in nature and I'll be somewhat designing as I go I'll probably wind up having to model higher poly to really nail down the designs anyways. Those higher poly models will really only contain the main surfaces, too, so I think that workflow will wind up being almost perfect for this application, since I can bake the high-poly partial detail model down to the low poly model for the highlights and shades, and then paint/paste/etc the details from there.
  10. I was hoping you weren't going to say that LOL I'm useless at hand-drawing that kind of shading. I might try to go with a mixture of high poly surfaces baked down onto the low poly model and hand-drawing other details (door handles, badges, etc) and seeing if that is a good compromise between quality and speed, unless someone else has some ideas
  11. Hey guys, looking for some workflow tips from the vehicle creation guys. I want to make a few vehicles for C:S. I can model the vehicles fine and blunder through UV mapping, but where I struggle is creating the AO map; the shadows and highlights on the texture to give the low poly model some more definition. I know some artists use photographs of the real car, manipulated, to give these details, but what do you guys do when that's not possible (no good photos, fictional content, etc)? The only thing I can think of is to create a high poly version and bake an AO (and normal map) to use on the low poly car. Depending on the vehicle, that could be quite a bit of extra work. Do you guys have any extra workflows to achieve something?
  12. Anything specific people would like to see for monuments? Do tollbooths work in C:S or are they just decoration?
  13. Network Skins 2

    Ah ok, so NS2 being enabled prevents PRT from laying the parallel road. Got it. Thanks
  14. Network Skins 2

    I don't really know what all that means (coding is as foreign to me as Mariana's Trench); what is the nature of the conflict, in practical terms? Does one of them have to be disabled for the game to work properly? Do they just throw empty errors with no real damage? Can the PRT still be used, and then use NS2 to change the appearance of the road afterward?
  15. Network Skins 2

    Saw this up on Steam yesterday, thanks for the all the hard work! I see it's incompatible with Parallel Road Tool; do they conflict if both installed and enabled or is it just that you can't use both tools at the same time when making a new road or something?
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