Jump to content

pauliaxz

Member
  • Content Count

    156
  • Joined

  • Last Visited

Everything posted by pauliaxz

  1. At least texture size is comparatively small
  2. Little by little, finished making the mesh of this Mercedes-Benz Atego 815. Preliminary triangle count is 4881, but not get scared of that, ratio of tris and volume is much lower than my passenger cars. In the second pic you can see how 4 of my cars can fit inside (4 cars make 9700 tris in total).
  3. I only gave this example to show how many tris are created when flat polygon is extruded. To give overall understanding what happens to a tri count when a polygon is sliced vertically/horizontally multiple times. I know that for multiple extruded windows another type of optimization could be applied
  4. Nice, thanks, didn't know that. Also, what is / where is non-hotkey option?
  5. Didn't reply back then, I was off for the weekend, if you need advice on "how-to" removing vertices in 3ds Max, take a look here: You can do it in two ways: 1. Target Welding. Use Vertex Tool. Click on Target Weld (it keeps enabled) then click on the vertex you want to remove, and then click on the vertex, which you want your first vertex merged into. This can be tedious if you want to weld lots verts. 2. Removing edges+vertices directly. It consists of two steps. At first use Edge Tool; then select all the edges you don't need and then click remove. Edges are gone but tris count stays the same, because vertices are still there. So second step is to select all unneeded vertices. Use Vertex tool, select all the verts you don't need and click remove. Now all those vertices are gone and tris count is lower. BTW, there won't be any edges there. So if you want to have those diagonal edges (like in my previous example) - select two vertices (that should be the starting point and ending point of the edge) and click on Connect (it is found below Target Weld). This way it is done quickier than first way.
  6. Just simply remove excessive vertices. Either by welding or simply removing them, depends on software you use. E.g 3ds Max can do both. Keep vertices count lowest possible. As you can see in the example, physically you get the same geometry but one has about 50% more tris, this is because of extra vertices, which can be safely removed not messing the geometry, we want it to be.
  7. Well, yeah, extruding windows creates a lot of tris. Typically by nine times. For example if you have a simple square polygon (2 triangles) and then extrude the smaller square polygon in the middle, you will then have 18 triangles in total. Also @barcasam7, if you have situation like it is shown in the left (26 tris), try to optimize it to be like in the right (18 tris)
  8. @Tim The Terrible Not only they get scared, but most of the times total number of subscribers is much more larger than total unique users. So that mean, people don't even open it, and click the "+" sign in the lower right corner. This way no dependencies are downloaded.
  9. After you click Share or Publish (shamelessly forgot...) there will be a small folder icon in the corner of the picture. Click on it and folders opens up. There in Content you can addd additional crp files. In addition, you can edit the thumbnail picture.
  10. Yeah, UV mapping is the big deal for more complex models. I tend to lose motivation in the beginnings of UV mapping. Just seeing how much still is left to do, and then telling to myself: "no, not today.. I'm done." It is actually nothing difficult, it is just tedious.
  11. There are several modders who use Sketchup for making buildings, or mainly to convert already made models. I, personally, don't use Sketchup nor convert anything from it. Conversion (fixing and modifying imported Sketchup model) takes comparatively a lot of time as to make model from scratch. I am also 3ds Max user and I make everything using it only. I recommend you to grasp the basics and more of modelling using 3ds Max
  12. Don't worry, it is OK to have 5k tris for such size and shape plane (at least IMO). Just as @Avanya suggested before, to reduce LOD tri count is higher priority. As it is zoomed out you won't be able to preserve all the details. So anything in 50-200 tris would be OK.
  13. Limit is 1000. Can't say much about the error... I ain't logfiles and error geek, but xys usually stand for normal map and specular combination.
  14. So here it is released now. 6 variations in total (skins). RICO mod of course. You can buildings in this collection Screenshots: Also, I will reveal my next planned before it is even started (in spoiler)
  15. Yeah, specular effect is handled weird in Cities Skylines, e.g. even if color is 5,5,5 (out of 255) it get's noticeable shine effect, while to be correct it should be hardly seen. Also, if you want to have realistic reflection on your plane (I am talking about metal plates), avoid painting single color all over, just convert the plates in diffuse texture to grayscale and darken it, until brightest pixel has quite dark gray color (50,50,50 and less).
  16. Finally finished making diffuse texture for this building. It never gets to a level I want it to be, (texturing is not my strong side). I will have to do other required textures in the next couple of days and, probably, soon it's getting into Workshop.
  17. Hah, I am one of them . I do that because there are players who don't use custom trees, so I place default trees in order to have my building compatible with vanilla game ( no dependencies and custom props)
  18. Slowly going further in texturing this building. Even if textures are 1024x2048 used, some parts are in low detail, mainly because of strict optimization, this building has 2411 tris and the end result will have less, because I made extra edges and vertices for easier UV mapping, which will be removed after that. So huge building has less tris than my car, how unfair . Also it is the first time I make some AO for building, for C:SL. Here is WiP state: And real life building(s):
  19. Wanted to share my first ever experience modelling the vehicles. The game in the pictures is Cities XL, the game I played and modded before switching to Cities: Skylines. But first modelling experience and start was for SC4. My first works (in so terrible quality) can still be found in STEX. These trucks in the pictures below are my first vehicle mods, I modelled them differently than I do now. I used only pictures of the trucks (sides, front, roof and rear) So to begin with, a comparison with MAN TGL (prop) C:SL version and MAN TGL CXL version: More trucks in the spoiler:
  20. Finally made and uploaded my car modelling tutorial. It presents how I make my cars, if you are interested take a look, or even try modelling http://steamcommunity.com/sharedfiles/filedetails/?id=845702749
  21. Vehicle prop

    @Judazzz There is illumination map incompatibility. If _i texture from a vehicle will be converted to prop, whole car (as prop) will be lit, except turning indicators, since they are painted black in _i texture. OK, so a suggestion is for a system to skip illumination texture, but then what if mod author wants to make special illumination for a car prop? Like headlights turned on and etc. Illumination can't be skipped in that case.
  22. So, today I released Citroen C1 http://steamcommunity.com/sharedfiles/filedetails/?id=844959369
  23. Thanks @Avanya for your opinion, Typically LODs of my cars are ~80 tris, and by rule should be below 100. Also my cars typically have over 2000 with 3000 being the hard limit, but in Citroen C1s case it was accidentally exceeded, even if I have sacrificed some detail, which I normally tend to include in my cars. I would also love to have my cars at 1k triangle count but with same detail level which is not that possible really. Downside of that is those white edges, and texture degrading when zooming out, I get sick of that. For example when zooming out from some parking places in my cities consisting of my cars and cars (~1k tris) from other modders I start to notice that bad feature on their cars, while mine - don't have it or close to any. The thing is that, when my cars have over 2000 triangles, colored and non-colored parts are separated not only by texture but also by mesh seams. And my _c texture consists of 1/2 part consistent white and another 1/2 - consistent black. Also, if people decide to download higher detail cars, I am sure they use some kind of custom camera mods to zoom in to street-view.
  24. I was also wondering, if I should dedicate some of my modding time for additional low-poly models, for those people who refuse to download my cars because of too large triangle count. Currently, my first car Audi in the Steam Workshop has ~2200 triangles. While this car in the picture is a low-poly model and has 524 triangles, a lot of detail would be lost for getting 4x lower tri count. Also textures 512x512 instead of 1024x1024.
  25. Past recent days had some time to continue modelling my Citroen C1. Final triangle count is unfortunate 3100. Preview after Stage 4:
×