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Darf

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Everything posted by Darf

  1. Looks great, former home of the SVB! That prop is one I've always missed, would be cool to animate it.
  2. Great looking truck, especially like the cover!
  3. Well you need a clear picture of the all the detailwork, there's one streetview picture of the station: https://www.google.nl/maps/@52.0068289,4.35678,3a,63.6y,267.54h,92.73t/data=!3m6!1e1!3m4!1sFNbT-ICqhq1nOeQXN29riA!2e0!7i13312!8i6656!6m1!1e1 You could probably get most of the left and right wing details from taking screenshots. Mainbuilding will be hard without a clear picture of it. To avoid colordifferences and different lighting you will have to manually adjust a lot in photoshop. I basicly take one good picture without any highlights and adjust everything to those texturelements. With this ofcourse, I do have the luck it's a very well known building and there's some good projected pictures of it: http://www.textures.com/download/buildingsornate0126/69975
  4. Oh it doesn't, I have to drag those 12k faces to their place unfortunately, I meant the building is just to gorgeous and detailed to do a half ass job of it. This will have these copper ornaments on the top, the color scheme is more or less the same, although the long building has more of a brownish kind of brick. The Long building has the reversed shape of the Manhasset though. I will change some things about that building aswell, mainly the roof texture, so it might be a better idea to do a recolor of that building? Detailed photo's, mainly photoshop magic, and just shitloads of time spend texturing. The gate took me the better part of 2 hours last night. Most of the station wouldn't be too hard to do, but certain ornaments above the entrance are quite hard and I don't see any detailed photo's of them, unless you have to take some yourself? Yeah agree, this flamboyant you'll only find these kind of buildings in three places on the east coast, mainly NY, philadelphia and providence. LA and SF have more of the standard beaux arts type of building style. No idea what the rep thing is about? Maybe you have given me too much already?
  5. Ok, so... I finally got the courage to start texturing this beast. Been working off and on on the model for the past year or so. Currently at 12,2k tris, still need to do some cleanup, but it won´t be much lighter. There´s just too much detail to the building to a half baked job. I hope to finish it by this weekend.
  6. Seperate windows should'nt be too hard to do, just copy the windows on your diffuse. Baking is basicly letting 3dsmax auto UV map for you, adjust them accordingly with overlaying uv's and than letting the program cooking the textures for you. Manually uv mapping is usually better for texturespace. Sketchup can be a very decent tool (also see my modelling tutorial for sketchup) . For a good Lut I recommend natural color lut.
  7. Show us your Downtown/CBD

    Isomatric camera downtown. (Eat your heart out SC4). (Yes, there's lots of non workshop content.)
  8. If you make the glass surface of the diffuse darker it will look a bit more realistic. For the rest great job!
  9. How does the autogenerated lod look from up close? Boformer's mod lod toggler is really usefull for that.
  10. Tell them they are lazy shits and they can do it themselves in the settingsmenu.
  11. Graphic cards don't make much of a difference, C:S is mostly about CPU speed and than more about individual core speed than multithreaded clockspeed.
  12. Lot's of buildings are not modelled with an illumination map in mind. The ones that are, are usually pretty badly done. Some even have illumination stuff where no illumination should have been. The system is not buggy, there's just bad illum maps on standard building. A good map looks something like this:
  13. Every building is RICO compatible, you just have to enable the buildings you want. That seems like a good thing, standard building quality is okish, but everything is baked so, you can still have a lot of improvement in texturequality. OP seems to have modelled every window seperately, so shouldn't be to hard to create randomized lighting. Also, some tips of my own: avoid the sharp texturecuts. If you model a roof or a wall, model it like a seperate object. For your facade make it stand out a bit from the in between walls etc. Also for the roofs. And avoid lightmaps on shopping windows. I would also suggest getting some gfx improvement mods, higher resolution, sharper textures, brighter shadows and a good lut, your screenshots reek of vanilla game. I like your choice of buildings, good to have someone who goes for a seperate building style. Keep up the work!
  14. Looks great! We will have almost the whole Wilhelminapier soon.
  15. No need to export it from blender, you can directly use the diffuse. So start with a 1024*2 map and just save that with _d from gimp/photoshop. When you export the .fbx from blender it should save the coordinates, not the actual diffuse.
  16. You only have 1 texture/material you need: your diffuse map. You paint everything on that with a graphic editor. No need to bake anything. Unless you want to bake/render a certain element. Than you render that on very high resolution and transfer it to your diffuse. Here´s an example of diffuse and uv map for this building: https://sketchfab.com/models/5f5a49ae16894e58aae70826783d1d59
  17. I would make the brighter windows a bit darker, but not much. Still looks great. You will see the specular better against a darker background.
  18. Best way to do this is to make the texture for a certain element in a seperate program and than uv map accordingly. You can than copy that uv mapped element around in Blender. So texture first, than uvmap.
  19. This guy has very similar looking homes: http://steamcommunity.com/id/flucidity/myworkshopfiles/?appid=255710&p=1
  20. You can, but there's around 50% of the time not a direct lighting source, so you'll not notice any normal map on the models.
  21. Well you've got the rails, those black indents on the roof for airconditioning, the heightened platform and a stairway going inside. Ofcourse you can do some other stuff, but make it look interesting.
  22. While it may look like a pretty straight forward box, getting the details right is the difference on this kind of building, between a great asset and a glass box. Have a look at Koesj's techniques or some of Boldly's building. For example those vertical lines, Putting them simple on your specular will create a lot of artifacts on the glass surface. Best to model them seperately. Also take a good look on the roof and how to not make it too boring, it's one of the things you end up looking at most of the time.
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