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FilipposRoads

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About FilipposRoads

  • Rank
    Sophomore

Profile Information

  • Gender
    Male
  • Location
    Toronto, Ontario
  • City-building game(s)
    Cities: Skylines
  1. I did follow the suggestions. The only thing that perhaps I did not follow is the pavement thingy or else the lanes would not fit or there was too much empty space.
  2. I have my own proposals based on road designs in Europe and North America. First of all the 4 lane one way + bus lane road. I based this on an actual road design from Athens, Greece, but it has 4 lanes instead of 5. I believe this would be very versatile for people who want to keep their one way roads but want to have bus stops on both sides, or people who want express buses. Next we have a 5 lane one way road. Even though it is not very common even in very large cities it does exist in some places like in New York. This one will have the most capacity other than a highway. Now we have a six lane road with two additional internal turn lanes. This is actually quite common in places where large avenues intersect. This is a six road with a central turn lane for both directions. Again, this is relatively common, especially in North America. Finally, we have a 4 lane road with a bicycle lane in each direction. This is also relatively common.
  3. Here are my suggestions: 4 lane simple streetcar road Large 6 lane streetcar road Simple 2 lane + divided biking lanes
  4. Show us what you're working on!

    This is a screenshot from the Windsor City Port Lands (which are based off the Toronto Port Lands). To the left is the natural gas power station while to the left is the Streetcar depot.
  5. Oh no, I haven't made a UV map as of yet, I was just experimenting with a concrete texture I found over on textures.com. What I was meaning is how to produce "photorealistic" concrete textures on large surfaces. This is how my little experiment turned out and it's horrible. I have now realized that the lines were too big but I still have mixed feelings on it. Do you think I should take my textures directly from google maps to produce a realistic concrete textures? I know that it is a very odd question but I want to finally publish a quality asset and I want to do things right.
  6. I have finished modelling the Toronto Hilton aswell, I am really excited about the building as it may be my fastest modelling to date (around eight hours or so on this) and I also worked on 3D Lettering and the 3D Hilton Logo, the first time that I did this. The only thing that bothers me is the diagonal part on the back of the building. There I tried eyeballing it, but it's the first time doing modelling on something that isn't 90 degrees. I will try this time to seriously texture it, but what bothers me is how to handle the big concrete slabs. Even though I did work with concrete on the last building here the concrete is much more apparent. Could someone provide with advice on how to make the concrete on this building look like concrete. I tried taking the texture from the google street maps but it ended up very blurry, and when I tried making one myself off textures.com it still ended up very artificial.
  7. Well, if we can't place stations on the center tram lanes I guess that it would be better to have it the way you have it.
  8. I usualy don't comment but I would like to say this is awesome, and that narrow 4 lane road with tram is perfect for my Toronto-inspired city. Could I however make a suggestion: could you put it so that the tram tracks are on the center rather than on the edges like here?
  9. I figured it out that having the exact dimensions for every floor is too much, but it drives me mad sometimes but I guess I just have to sit back and relax and model it. Nevertheless, here is my latest project, the Athens Tower, Athens' only skyscraper and a(n infamous) landmark of the city. The style is the usual generic modernist architecture and lacks any "Greek" features such as those found on the nearby Athens Hilton. I am satisfied with the geometry and the dimensions but I will let you guys have a look. Not sure how to deal with the texturing but I will figure something out. Do you think I should also model the steel beams at the lower part of the model? The model currently stands at 2,700 tris. Edit: Making skyscrapers is realy fun so until I texture this I will work on a Toronto skyscraper as well.
  10. I've put the Toronto Star on hold as my computer is currently being moved to another continent but since I've got nothing to do for another month (and I'm currently using a laptop) I've continued on working on blender hoping that someday I will produce a good design worthy to be posted on the workshop. I wanted to have a question answered: how exactly do we determine the height of every floor and other features that may arise, do we just "guess it"? Even though I've worked with individual windows in the past these were pretty inaccurate. Is there a standard height for a floor or something like that?
  11. This is the texture map: As you can see I am indeed covering it up in one go, and unfortunately I also picked a wrong texture size but I won't go over the hassle to change it. I did think about doing the windows in 3D but I found it to be time consuming and I am unsure if it is worth for such a building, which propably won't get noticed too much in a city. That said, I do have to admit that the normals were pretty bad due to the shadows and all that. Regarding the logo, I though about that too, but I am unsure about my capabilities. But since it's summer and I haven't got anything better to do I will try doing it in 3d.
  12. Hello, so after a while not understanding textures I finally got around and textured my first main building which I also imported into the game. As I am doing a Toronto inspired city I started with the Toronto Star Building (One Yonge Street). The building is not 100% textured as I have not yet applied textures to the little part on the roof and while normal maps showed up correctly on the asset editor they did not show in game. Specular has also not been applied, though I am unsure what it actually does. In my opinion the textures do look somewhat blurry, and the sign on the top is hardly seen. Advices are highly appreciated as to what to do regarding this, and I can provide the UV map if needed.
  13. I did overlap, but the problem was that it just made the texture ugly for some reason, so that is why I am going to make a small building.
  14. Hey, thanks for the help, it did provide me an insight, I eventually did do the texturing, but it turned out bad, mainly because the concrete unwrapping was bad, so I will probably do a smaller new model.
  15. Hello, I started doing 3D modelling about a month ago, unfortunately after having done 3 different buildings in blender I just haven't yet understood the texturing system. I have tried to do seams and such, but I just can't manage to fit all the details correctly, so here are my 3 main problems on my latest building, which I aim to hopefully finish: Too many faces so I cannot do the texturing easily (1,014 faces and 3,300 tris after trying to merge what I could.) How do I proceed with doing balconies? I heard something with using textures, but as said before, I am confused with them. How should I proceed with texturing generaly. Here are two pictures of my project: Again thanks in advance for any possible help.
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