-
Content Count
847 -
Joined
-
Last Visited
-
Most Liked
5
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Darf
-
Epic Lurker's Assets (released Dageraad Amsterdam Social Housing)
Darf replied to Epic Lurker's topic in Cities: Skylines Modding - Open Discussion
Looks great, former home of the SVB! That prop is one I've always missed, would be cool to animate it. -
pauliaxz's modding projects (Škoda Yeti [WiP])
Darf replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
Great looking truck, especially like the cover!- 81 Replies
-
- cities skylines
- mods
-
(and 3 more)
Tagged with:
-
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
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 -
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
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? -
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
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. -
Le Chirpy, Zhubathan's Parisian assets
Darf replied to Zhubathan's topic in Cities: Skylines Modding - Open Discussion
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.- 9 Replies
-
- paris
- cities skylines
-
(and 1 more)
Tagged with:
-
Isomatric camera downtown. (Eat your heart out SC4). (Yes, there's lots of non workshop content.)
- 467 Replies
-
- 19
-
-
- cities skylines
- downtown
-
(and 2 more)
Tagged with:
-
Lost Gecko's projects
Darf replied to Lost Gecko's topic in Cities: Skylines Modding - Open Discussion
If you make the glass surface of the diffuse darker it will look a bit more realistic. For the rest great job! -
Ami's Berlin: Assets (L.A. westside map released)
Darf replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
How does the autogenerated lod look from up close? Boformer's mod lod toggler is really usefull for that. -
Ami's Berlin: Assets (L.A. westside map released)
Darf replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
Tell them they are lazy shits and they can do it themselves in the settingsmenu. -
What graphics card do you play C:S with?
Darf replied to Ichigo951's topic in Cities: Skylines General Discussion
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. -
Illumination map texturing overview
Darf replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
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:- 18 Replies
-
- 1
-
-
- illumination
- after dark
-
(and 2 more)
Tagged with:
-
Le Chirpy, Zhubathan's Parisian assets
Darf replied to Zhubathan's topic in Cities: Skylines Modding - Open Discussion
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!- 9 Replies
-
- paris
- cities skylines
-
(and 1 more)
Tagged with:
-
Funicular network: Too niche or useless for Cities Skylines ?
Darf replied to R3V0's topic in Cities: Skylines Modding - Open Discussion
So evil!- 21 Replies
-
- cities skylines
- network
-
(and 4 more)
Tagged with:
-
Jeren's asset creation endeavors
Darf replied to Jerenable's topic in Cities: Skylines Modding - Open Discussion
Looks great! We will have almost the whole Wilhelminapier soon. -
Exurb's Main Street Americana Collection | Custom LOD Creation Guide Released
Darf replied to Exurbanite's topic in Cities: Skylines Modding - Open Discussion
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.- 127 Replies
-
- asset creation
- wall to wall
-
(and 3 more)
Tagged with:
-
Exurb's Main Street Americana Collection | Custom LOD Creation Guide Released
Darf replied to Exurbanite's topic in Cities: Skylines Modding - Open Discussion
Exactly!- 127 Replies
-
- asset creation
- wall to wall
-
(and 3 more)
Tagged with:
-
Exurb's Main Street Americana Collection | Custom LOD Creation Guide Released
Darf replied to Exurbanite's topic in Cities: Skylines Modding - Open Discussion
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- 127 Replies
-
- 2
-
-
- asset creation
- wall to wall
-
(and 3 more)
Tagged with:
-
Ami's Berlin: Assets (L.A. westside map released)
Darf replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
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. -
Exurb's Main Street Americana Collection | Custom LOD Creation Guide Released
Darf replied to Exurbanite's topic in Cities: Skylines Modding - Open Discussion
You can only do that if you use textures, between 0 , 1 coordinates.- 127 Replies
-
- asset creation
- wall to wall
-
(and 3 more)
Tagged with:
-
Exurb's Main Street Americana Collection | Custom LOD Creation Guide Released
Darf replied to Exurbanite's topic in Cities: Skylines Modding - Open Discussion
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.- 127 Replies
-
- 1
-
-
- asset creation
- wall to wall
-
(and 3 more)
Tagged with:
-
American House Assist Creator Required
Darf replied to PUGG3RS Gaming's topic in Cities: Skylines Modding - Open Discussion
This guy has very similar looking homes: http://steamcommunity.com/id/flucidity/myworkshopfiles/?appid=255710&p=1 -
Learning asset creation - American House
Darf replied to barcasam7's topic in Cities: Skylines Modding - Open Discussion
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. -
Roadman's Models | Seattle Assets
Darf replied to Roadman20's topic in Cities: Skylines Modding - Open Discussion
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. -
Roadman's Models | Seattle Assets
Darf replied to Roadman20's topic in Cities: Skylines Modding - Open Discussion
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.
