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Found 6 results

  1. Hey all, this is my first time posting on the C:S forum. Being an architecture student and urban design enthusiast, I have come to love this game and the fruits of its massive modding community. I've decided to dive into asset creation myself a couple weeks ago by learning Blender and model importation into C:S with the ultimate goal of creating a collection of "Main Street"-style American storefront assets. After a frustrating week and a half, I successfully uploaded a test model with a diffuse texture a couple days ago into the asset editor. Following tutorials on YouTube and elsewhere, I created a diffuse map via baking, but as you all can see (and I have later found out) this method should only be used for making LODs as the quality in game is pretty bad. Ideally, the model should be textured like this. Right now I'm kind of at a loss of what to do next in order to create an acceptable texture map for my first building. My question is how would I make a quality textured UV map in Blender that can be exported directly into the game? Another way to phrase this question is what is the procedure for creating finished UV maps such as these from the author Avanya? Or am I forced to export the UV layouts to gimp/photoshop and texture them there? I know there are many skilled authors with knowledge of Blender modeling and texturing that frequent here, so I ask if at least one could guide me through this rough patch; it would be massively appreciated. Here's a pic of my model's untextured uv map in Blender. What should be my next move? Thanks in advance, If I can figure out how to remedy this issue I look forward to contributing to the C:S community.
  2. Hello everyone, thought I'd start a thread on my own so I can get some feedback and tips from the community. I've never used PS or modelling programs before so it's been a rough week but I'm enjoying it very much. I settled on Sketchup for modelling and 3ds Max for textures. Maybe some of you will hate that but SU is just too comfortable, fun and easy to use compared to the other stuff I tried although it does have several flaws, but I won't get into those. I got a lot of help from Ronyx69 so a big thanks to him first most. I've written everything down and am now able to produce assets, slowly mind you but something that works does come out in the end (can't make any promises about it's beauty but you gotta love your children ) I can start to experiment and learn about more functions and other methods if you recommend them so I'll be posting things here as I make them to get your feedback. Hopefully with your help I can become better and maybe start making some things that are worth publishing. If you also model in sketchup your knowledge and tips and triply worthy so please bestow upon me thy knowledge I've put a stop to Columbine, it's gone forever but it has taught me a lot about what I like and want to do and it's just not that. I thought the workshop could use some more rural and low/mid density buildings so I set out on this path with that in mind but everything isn't set in stone. I have an interest in making some Balkan and Mediterranean assets as I felt that most European buildings on the workshop are very German, big dark buildings which you don't really see that much along the Mediterranean. I wanted to make some buildings that represent those found around Albania, Bosnia, Greece, Bulgaria, Turkey and maybe I could go into North Africa & Spain later. I'm starting to make some small rural buildings but hopefully will get into 4-5 story apartments and more unique buildings like mosques, churches and bridges in the future but I'm not even going to think about those until I have 20 assets or so made and finalized. So that's just my vision, it may or may not go that far and all depends on how things go as I'm still a total noob. Here's the first building I made. It's a.. thing to learn how to model and texture. It's technically the second but we don't talk about "Project Alpha" 200 tris 512x256 tex And here's the second one 452 tris, 512x512 tex, added color variations on the stucco wall. I'm just experimenting with different things to see how they go and how necessary each detail is. I think I need to get better at textures for now I'm just using them as is with minor changes for objects such as stamping to remove things and outlining parts, very simple stuff. A "stylized while still realistic" theme may fit better than just using these textures outright and I hope I can make something like that in the future. It would also make things a bit more crisp, I feel these might lose detail as they get bigger. I think I will try to make one with windows on the texture as I'm losing tris for nothing for these. It's probably fine for small things but I need to know how to do it when I make bigger stuff. That will be after a while though since I modeled a couple more already.
  3. Summary: I'm looking for a way to make both sides of a flat object visible ingame. (Sorry in advance if this is described somewhere already, I searched the forums but did not find a solution.) I'm building an water lily asset made out of flat planes for decent performance. While it looks fine in blender, as soon as I import it into the cities skylines asset editor, one side of my planes is invisible. Some people mentioned this problem already in the past so my question is: Has someone come up with a solution to make both sides of a plane visible without duplicating it? Help would be very much appreciated <3
  4. So, i'm wondering how you can create templates that adopt all the charesterictics of the vanilla building in question. what im specifically looking for is templates from buildings that normally cant be accessed in the asset editor. i know it is possible because Bloody penguin and some other modder which i cant recall made templates from the otherwise inaccessible cargo hub, cargo harbor, and cargo station buildings
  5. Alright, so i came up with this idea because i create a lot of vehicle mods, and because i love to spice up my cities with props. Basically i want this mod to do one thing: automatically generate a prop from a vehicle i make in the asset editor, and that the generated prop adopts the same positioning, and scale from the vehicle model. This way you can make props from vehicle models without having to go through the tedious process of loading up the prop editor and rescale and position the model all over again. would it be possible to create such a mod/tool ? does the current knowledge alow for such tools to be made
  6. After using all those gorgeous assets in my cities for almost a year now I'm tempted to enter the asset fabrication world. Background for this is the serious lack of roadside motels in the workshop. I really miss them for my Red Rock environment. Now - I started to read tutorials, MrMaison's list of software and more - but my problem to simply start is the following: I use AutoCad and PhotoShop professionally. I'm quick and skilled with those programs. So it would be easiest to model in AutoCad, producing a .dwg or .dxf and export it to blender or similar to work on the polygons and texturing. Is anybody out there who has experience with this kind of transformation? My first attempt of a (hopefully) series of motels would be something like this: Let's see how far we get with this project...
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