Cities: Skylines

Cities: Skylines

daq Offices Q1
11 kommentarer
marti_e_n 12. sep. 2018 kl. 23:16 
Original...Great work!
DawiD  [ophavsmand] 15. mar. 2018 kl. 16:47 
@hazy_l24: i will actually try to lower tris later on, as people have limited RAM, and it would be cool to optimise this game from moders point of view too.
H4Z1 15. mar. 2018 kl. 7:24 
So much detail and such low tris! I LOVE IT!
DawiD  [ophavsmand] 6. mar. 2018 kl. 7:35 
UPDATED :)
zlota44 4. mar. 2018 kl. 2:41 
tego nie widziałem, nice :)
DawiD  [ophavsmand] 2. mar. 2018 kl. 9:21 
@alborzka: oh no. i think i know a reason for that. you dont have same DLCs as i do. I will remove DLC content fro m this and other models next week, as i see this is some kind of weird problem that i didnt even think of.
alborzka 2. mar. 2018 kl. 7:10 
can't enable in content manager...
DawiD  [ophavsmand] 1. mar. 2018 kl. 2:59 
@ThatEvan i will need to talk about it with you because i cant see that. (i sent you an invitation to friends so we can PM) I may be blind tho. Or maybe its something ive done on purpose and it looks like mistake (i doubt). I hope we can figure it out.
ThatEvan 28. feb. 2018 kl. 19:19 
The texture "bleeds" on some faces because they are too close to the edges of the UV map. You'll have to edit the UV's and move them farther away from the edge.
DawiD  [ophavsmand] 28. feb. 2018 kl. 18:04 
@alborzka: you mean like for examle side windows and back windows dont connect? Thats because i just put all the mesh on one texture, and it is impossible to make it right this way. Other way around would be putting every uv island on diffrent texture, but that woul lower the resolution. Problem generally is that i tried to make those windows randomly placed, and this texture is not seamless because of this.

If that is not what your friend said, I probably missed the point :D:
alborzka 28. feb. 2018 kl. 17:33 
Awesome design! The only thing is the square windows seem a bit... off? Idk how to explain it, but I got a modder friend to look at it and he said basically he thinks you "modelled it inch-to-inch, so when you zoom out windows start to overlap the texture in uv wrap, and the trick is to make textures a bit larger with respect to uv so they will have a room". Idk if that's something you may want to consider? Either way I'm super excited to see a new modder on the workshop :D