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Found 1 result

  1. TL;DR I created my first building for Cities Skylines (Actually it's my first building ever for anything ever, did I mention ever? So be gentle m'kay ...) and have problems, would love to have some feedback. Problem 1: If you look at the model you'll see that the roof is divided into four panels (in my madness I thought it gets viewed a lot and should be high quality and the only way I could fit it on the maps was to chop it into four and overlay them on the UV). The pics don't show it for some reason, but when you zoom out along the three edges it shows white lines. This is only at mid to far zoom distance(before it goes into LOD model, which I still have to create) and at certain angles close up. Now my attempt at fixing it was checking the normals in 3dsmax to see if they went screwy (they seem fine), extending the diffuse texture further along the left and right side of each panel and doing the same with the normal map. Nope, still not working. I might have to redo the mapping to accomodate any suggestion for changes anyways at which point I'll just make the roof one panel which will solve the problem. But I might want to have texture set up like this in the futurre and would love to know why it's not working. Problem 2: My normals went bat$%&^! (bit of an exaggeration, but some of them where weirdly angled instead of straight on) when I collapsed my model in 3dsmax. So I had to manually go in an adjust a bunch of them. My process was as follows: Created one half using basic box and extrude/inset etc modifiers and mirror/cloned it to the other side. When done I made the clone unique and bridged the two halves. Crazy bridging meant I had to reset something (can't remember what exactly, but the internet said so and it worked). Tried bridging it again and success. Made sure that all faces were assigned smoothing groups and all touching faces where not in the same smoothing group for sharp angles all round. The end, I think. I'm happy to attach my model if anyone is brave enough to want to look at it. I would love to know what I did here that made that happen so I can avoid it in future. Need some feedback: Of course any feedback is welcome, but areas I'm not sure about/need advice on is the following; Is the ledge above the front door/ under the windows too thin? It looks like it should be thicker, but I've been staring at this thing so long I don't know anymore ... Should the front roller door be wider; it's the same width as the back one, but it feels like it should be wider still. Also should they be inset a bit more? Should the rim around the roof be a bit thicker? Again it looks a bit skinny. Is it just me or is the entire building a bit boring? It's supposed to be part of a modern medium RICO industrial park with metal fencing around and industrial parks are not the most exciting looking thing ever, but currently ... idk it lacks something. Chevron thingy over the bigger roller door? Keep it? Ditch it? I used the cim model to try and judge scale for the building, but is 6.3m sloping up to 7.3m a goodly height for a small double story industrial building? The front glass door doesn't work for me, should I replace it with a door similar to the one at the back of the building but without the vent at the top and a different texture. I'll be using variable props mod for dumpsters/pallets/etc. out back and planters in the front. Also will be using roof ducts etc. from Avanya's collection of rooftop props or mix and match with Shroomblazes ones. One thing I'm missing is a spotlight over the roller doors like this one (There's a standard one in-game but it looks odd): Is 736 tris acceptable for a building this size? (It's just short of 4 squares wide and a bit more than one deep) Should I have left out the insets for the windows etc. etc.and just used a normal map for it instead? Oh and the texture maps are 1024x1024 and I think the lod would work with 512x512. Too much? Too little? Too soon? I'll be creating my lod model without the insets anywhere (so basically just a box with one edge raised slightly higher) or the ledge over the front door and using a normal map to give depth. Would that work ok? Lighting ... I followed this awesome detailed lighting tutorial by Cool_Z and it works great (I still need to do some work on my illumination map, but in principle it works). But here's the thing and I don't know if it's just me. Why are industrial assets lit up like xmas trees? I'd like my industrial buildings a bit more shy, retiring and a little bit less Elton John. In my mind most industrial buildings (with the rare exception) would be unnocupied and therefore unlit at night. What I'd like to do is just have lighting around the industrial park like the bollards in front of the building from this Modern Lighting Pack and maybe the bottom row of windows lit. Maybe. Thoughts? Ideas? And finally the specular on the back windows is funky, I know from this tutorial by Cool_Z that I can somehow fix it with alphas, but would there be any other way to resolve this? And breathe.
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