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Asset sub buildings keeps changing color even tho I added a black color map
Darf replied to kwetzel345's topic in Cities: Skylines Modding - Open Discussion
Just checking: did you uncheck the color option and put all colors in the material section to white of the subbuilding? -
Problems with importing after retexturing
Darf replied to ReviLoxilef's topic in Cities: Skylines Modding - Open Discussion
Your normals are inverted.- 1 Reply
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Building Asset Creators - What do you use for accuracy when modelling real life projects?
Darf replied to MekkA's topic in Cities: Skylines Modding - Open Discussion
Sometimes I do find buildingplans, especially a lot of New York buildings have available building plans online, but it's mostly going of photo's and trial and error. Usually when measurements are off, you run into to problems as other components don't fit. As far as the whole Blender/Sketchup/3ds Max debate. Sketchup - easier to create something, but for beginners it can create messy models. You really have to stick to best practices. Has a lot of tools for architecture which are usefull. Is the most accurate of all. Purely a tool for modelling and poly editing, not for texturing. Sculpting is very hard or requires addons. Blender - hard to create something basic and to figure out interface, but has a ton of tools for all kinds of modelling and sculpting and is updated most frequently. Texturing and uv edit tools are fine, poly edit is great. 3ds max - Easy to create basic stuff, hard to create more difficult objects, poly edit sucks. Uses shortcuts for everything. Has the best uv/texture tools. Export/import is the best of them all - it can export and import a lot of formats without addons. -
The textures on my asset load incorrectly when I import it into CSL
Darf replied to Wilscot's topic in Cities: Skylines Modding - Open Discussion
If the problem is not in the filenaming of the textures, make sure that your model is set to uv channel 1 for it's diffuse. -
Texturing American Hotel
Darf replied to Epic Lurker's topic in Cities: Skylines Modding - Open Discussion
Pretty interesting workflow. I usually start of by texturing one element and than uv'ing it. -
Crownsteler tries Cities Skylines modeling (or: How do I create convincing windows?)
Darf replied to crownsteler's topic in Cities: Skylines Modding - Open Discussion
For the windows, google maps detail should be plenty. If you just overlay the window area with a dark greenish/blueish gradient and enable shadows inside in photoshop they look quite nice.- 3 Replies
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Yeah I think so, can you control the alpha of the _p and _n?
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Really looking forward to this update! Would it be possible to have no theme road texture overlay?
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Correct custom road texturing?
Darf replied to Feare's topic in Cities: Skylines Modding - Open Discussion
Are you sure you got the filenames correct? You need a seperate lod for the node (if you use another model). I could give you my lod model for the standard 16m wide road, that should work fine. -
[HELP] Importing sketchup into 3dsmax issues
Darf replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
No problems here. Did you save in Sketchup8 format? What happens when you attach all groups? Did you use one texture? You're best of texturing in 3ds max. -
tutorial Sketchup to Cities: Skylines: The Easiest Way
Darf replied to Elektrix's topic in Cities: Skylines Modding - Open Discussion
Well, that's certainly an argument you can make for using blender and your tool will certainly help with that. The student version technically is limited to 3 years, but not enforced (atleast I think). Sketchup won't be free much longer except for the web version either. My argument for using 3ds is that it converts very nicely. Not only does 3ds import textures, but also components and other geometry and hierarchy. I certainly would not recommend people baking textures, if you don't know what you are doing. UV unwrapping by hand is usually better. While your tool and guide are not made for it, it will certainly give people an easy way to download 3d models from the 3d warehouse and convert to ingame models (and publish to the workshop). These models don't look good on a 2048x2048 texture and are quite big usually. Not only do you use somebody elses work, but it's very bad for performance aswell. I'd argue that some effort required in that case is a good thing. I certainly don't hold it against people that are new to modeling to post unoptimized models, but that blatant copying from warehouse I'd rather see go away. -
tutorial Sketchup to Cities: Skylines: The Easiest Way
Darf replied to Elektrix's topic in Cities: Skylines Modding - Open Discussion
Well, this is by no means the easiest way (though it is a way). SketchUp plays a lot nicer with 3dsMax. There's no export process and import just imports all assets with applied textures, ready for baking. No plugins needed. I also agree with Ronyx that this is not the way you want to learn new users to start creating assets. Sketchup is one of the worst programs to texture. It has a very nice poly editor that's good for architecture, but that's about it. -
Avanya's buildings (Update 7/1: Cargo rail stations released)
Darf replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Great to here you back at it again Avanya, this new expansion sounds like something made for your buildings, especially the warehouses part. I hope we can release these buildings from the start. Haven't actually looked at the editor.- 800 Replies
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Tune's Nuclear Assets: Chernobyl Restoration
Darf replied to Naamtune's topic in Cities: Skylines Modding - Open Discussion
Scale is dependant on your fbx export settings. I'm assuming the fbx exporter is the same as 3ds max. I usually use 100 on standard settings. -
A little help please! Asset shape becomes odd in the game!
Darf replied to やばい's topic in Cities: Skylines Modding - Open Discussion
You probably did some transforms in 3dsmax, without resetting x form. You can find it in the last tab in 3ds max.
