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Found 5 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. Upcoming Updates Preview

    Hey guys, Work on setting up the town's utilities continues to progress at a slow rate. The water plant has occupied my time for almost the entire week. I keep not being satisfied with the design I come up with, so end up restarting it all from the beginning, but now finally, I have a layout that blends well with the region, and has the appearance of a realistic water plant. The catch however, is that the water plant is only half of the work, now it is off to creating the wastewater detention basins and facilities. In addition the the water plant, I've also been working on some preliminary road layouts throughout the map. Small county roads that wind through the region and access the utility areas. The main interchange to the town is also partially completed. Below are a few preview pics of the work in progress. Hopefully sometime this weekend or early next week, the pics of the water plant will be ready. Teaser pic of a small portion of the the water plant above. Not particularly revealing, but you can see from the wide-spaced layout of everything that this is only a small part of a very large plant, and the construction equipment also provides a better sense of the place being under construction. Main Street/ Freeway 25 intersection in the works. Still not complete, fair amount of landscaping and fine-tuning left. The final design will likely change after I start laying out Frontier City's inner-town street network. This intersection will be the primary exit off of the freeway leading directly into town.
  3. The Town and Region

    Here are a few views of Frontier City and the surrounding region. Main street, looking towards the BlueGill river. Moon-Rise over Main Street. Frontier City and vicinity. City to the center left, farms to the right, port to the south. Frontier City viewed from the Frontier Microwave Observatory. Frontier City viewed from Sentinel Hill, with the town water tower in the foreground. Town Football field across the BlueGill River, looking towards town. Eastern Farms near sunset.
  4. Basic rural map 101

    From the album Vanilla Only Challenge (S3-01-W)

    Take a drive down our main street and stop at the ice cream parlor to taste the vanilla.
  5. Miller Street Offices

    Version

    6,129 Downloads

    90A Miller Street, by Mattb325. This is a modern mid-rise office building equally suited to dense downtown urban applications as it is more suburban main streets. It is inspired by the pared back internationalist styles that were fairly common in the late 1980s & early 1990s. At eleven stories (excluding mechanical penthouse), this building also features undergound parking to ensure sufficient open space remains around the building. It grows on a 4x4, 3x4 and 3x3 lot on medium and high density zones at stages 5 and 6 and provides 521 CO$$$ jobs. STATS: Capacity Satisfied: CO$$$ 521 (744 when dilapidated) Bulldoze Cost: $670 Pollution at Center: 3 / 3 / 4 Pollution Radius: 6 / 7 / 0 Water Consumed: 238 Gallons Power Consumed: 21 MwH DEPENDENCIES (note you must be registered with, and logged into, the SC4D Lex to download) BSC BAT Props Mattb325 Vol02 (http://sc4devotion.c...php?lotGET=2383) BSC BAT Props Mattb325 Vol03 (http://sc4devotion.c...php?lotGET=2768)***** ***** Absolutely essential or you will get a big brown box Thanks and enjoy
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