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Everything posted by Sobern
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Models uploaded so far : NA Medium density housing - 01 NA Medium density housing - 02 _______________________________________________________________________________________________________________________________________________________________________________________ OLD Hey guys first post here and first model for C:S ! I have a bit of experience with 3D modeling (followed some tutorials on DT, made a few models, and a made map on Source ) but i'm pretty much a beginner I just finished my first model for C:S, took some time (~7 days), got confused a few times but i'm pretty comfortable now and next ones will go much faster. I based it off the kind of houses you find around Toronto ( THIS house in particular). Heres the model on sketchfab and the model in the workshop you'll find it in parks plazza (don't know if I'll leave it up its just a test for now). 890 tris for the building and front yard thingy, no LOD yet, textures( D N A I S ) are 1024x1024, 32 tris for the 8m fence, 4 tri LOD, and 128x128 textures (which are temporary until I do a better one). For a few questions : I'm really unsure about how my normal maps turned out and have spent way more time than i'd like to admit fiddling with it, inverting re-verting, and getting more confused, would be appreciated if someone could go over it (the windows in particular look off ) : normals diffuse I also have some windows where the illumination will just be a white line PIC how do I fix that ? My textures seem fine to me illumination spec For the tris would it be fine to delete polys such as under the window trim and the ceiling of the porch ? I know some people like walking around the city in FPS view just as other people don't care so i'm not quite sure if I should leave them or not. I unwraped the uvs so that there is nothing overlapping for AO but I doubt i'll be able to do that with other more complex buildings. What is you guys stance on AO ? Important ? or is it fine just to let it aside ? Finally whats your prefered format for saving textures ? Right now its all PNGs. Edit : And the scale, does it seem fine ? PIC I'll probably make more of theses houses and maybe make a Torontonian collection if all goes well. THIS is what I expect a neighboorhood of theses will look like (containers = garages). Makes good practice!
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(collaboration) Lets make an oil refinery! Anyone know anything about the petroleum industry?
Sobern replied to Badi_Dea's topic in Cities: Skylines Modding - Open Discussion
I can imagine the tri count is going to be horrible with all thoses pipes. -
Any good repository of texture-resources from the base game?
Sobern replied to Vitoria90's topic in Cities: Skylines Modding - Open Discussion
You can dump the model + diffuse texture of buildings you want with ModTools in game. Edit : Didn't see you already wrote that oh well -
Ocram's Buildings UPDATE: Midwestern Apartment Complex released
Sobern replied to Ocram's Razr's topic in Cities: Skylines Modding - Open Discussion
No need to set any material inside 3DS max, it all depends on the naming inside the /import folder. Read "Saving textures" http://steamcommunity.com/sharedfiles/filedetails/?id=500036497- 71 Replies
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- cities skylines
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Taking my topic ? @Lost_gecko don't worry you're not taking away anything Stretching the buildings may not look weird to someone who has never seen this kind of architecture, but, I live in Toronto and see theses buildings every day, streching them really makes it look weird. I'm also really picky on details & accuracy which doesn't make it better, don't know if you could call that a bad thing or good thing I have to play around with the lot sizes more. As for making random assets I have to test around, I could make randomized front decks, gotta look into what the limitation of props are* Edit : *actually I remember experimenting and found that big props are bad beacause they despawn at a distance... oh well, on to smaller props
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Third building comming soon, took way longer than expected. https://sketchfab.com/models/013c9057d46e48899f3db59c9f1fe45f Probably going to change the roof color, the white bricks will be color changeable and I might make it into a 2x4 lot instead of 1x4 (with 512x1024 tex) reason being the houses are supposed to be tight together but due to the size of the cells in cities skylines thats impossible for 1x4 unless I make the house larger but then it looks weird. Thats another problem I will to deal have with some future buildings. All the buildings I find are either between 4 - 6 m accross or 10 - 12 m across for bigger buildings, due to the cell size in C:S, wall to wall will be hard to do. I gotta find some solution to that problem... I could just forget about the w2w but that would probably look weird with huge gaps inbetween the buildings since this is supposed to be medium density, I could also enlarge the buildings or make them smaller to fit the C:S cell sizes but from the tests I did, it looks really weird so thats a big no no.
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Feindbolds Buildings
Sobern replied to Feindbold's topic in Cities: Skylines Modding - Open Discussion
Did you use a color correction in thoses top photos or is it just vanilla ? Liking the realistic look of the texture & lighting. -
My thinking too @Avanya the fence comes "integrated" as modular props that I place in the asset editor if that what you mean. I would love to merge it with the model itself but I have not much space on the UV and also it creates that ugly ruining texture... I'll upload a second empty version later on for players who love detailing the sh*t out of their cities.
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Happy to make your dream buildings! @HipHop01 I've uploaded the two first buildings, still have some minor beautification things to do but the base is there and probably won't change. One thing i'm unsure about are the fences (if I should put them on by default or let the players fiddle around in game... I'm thinking about uploading another version of the houses without fences ). NA Medium density housing - 01 NA Medium density housing - 02 and SKETCHFAB (Quite disapointed with the color variation, doesn't make much difference... And for the seam problem I haven't found a solution.) Need make the names more appealing, suggestions are welcome. I've also begun to work on my third building, here is a sneak peak : Its a single house based off theses ones. Not sure if this is going to turn out good or not, we'll see. Will be away for the next few days but I hope to finish this one very fast.
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An update ! I've been working on my second building, its not finished yet. I only have the diffuse map which I still have to tweak the colors and make all the other maps. 840 tris 1024x512 D ( The black & white left bricks are going to use color variations) I've based if off the buildings in this street. I'll probably finished it by sunday. I will also come back to my first model & change a few things in the textures (which I managed to reduce to 512x512 ) and then i'll upload both of them on the workshop. One problem I have is the texture guetting all "splotchy"with colors PIC but it seems to be C:S causing that since everything looks fine in the diffuse PIC ... Anybody else have that problem or can check the diffuse ? Second problem is this white line I get when looking at the side from afar PIC its also noticeable ingame. I've checked the UV overlaps and padding but haven't found any problems.
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Thanks guys! The normals in the windows aren't flat yes, i'll have to try out things. As for AO its basically light projected on your model which then create shadows on the diffuse take a look at this diffuse with AO. It looks much better than the diffuse without AO but the problem is you can't have overlaping uvs or else the shadows will overlapp resulting in uglyness. As for the colors I want dirty, gritty, SC 4 ish stuff, I'll have to experiment as I make more houses. I'm not a fan of vanilla C:S colors. For color variations i'll include that in all the next buildings, I really want to avoid repetition. However it seems that it can only be 1 color that changes per variation though... which is a bit limiting. I won't release it officially yet on the workshop, i'll wait until i've planned a few other buildings and assets so that i'm sure its more or less final and won't have to make heavy changes or update 10000 times.
