Cities: Skylines

Cities: Skylines

Metal Awning prop
13 comentário(s)
CertainDeath 17/set./2019 às 8:25 
you have to set is as static and indestructible, so that a zeus lightning does not destroy it.
However, its pretty decent for hiding MHQs from Noobfor Players :)
Cloud 9/mai./2019 às 15:15 
Thumbs up just for the description XD
Avanya 7/jan./2017 às 6:06 
@SpacePixel: Finally had time to take a look at this and templeofdoom's advice is spot on. Using the full width of a 1024x1024 texture (or maybe 1024x512) for the roof and then putting all the UVs for the legs on the rest overlapping as much as you can should help you get a result just as good-looking as now but with a smaller texture. :)

If you want to go smaller, you can cut the roof in two parts and overlap them. Then 512x512 should be enough. Sounds great you found some guides - luckily there's loads of them out there. :D
SpacePixel  [autor(a)] 6/jan./2017 às 2:22 
Thank you guys very much, I've found a wonderful guide and am practicing now!
templeofdoom 5/jan./2017 às 13:21 
Oh - and I forgot to add another important tip - "Mirror Modifier" on symmetrical props and assets (think props like this, or buildings that are symmetrical) as they will greatly help reduce UV mapping size too - check out tutorials on YouTube for how to utilize that - it would have worked great on this model for instance since this model is almost symmetrical.
templeofdoom 5/jan./2017 às 13:10 
Avanya is the person to give you great advice SpacePixel - their quality of assets surpasses my skill levels! But I think you would greatly benefit from learning how to stack UV shells so that you can use the same texture space over multiple faces of UV's on your model. Have a section of wall on a building that keeps repeating? Stacking shells can make use of a smaller texture space, but keep the resolution good. Hopefully Avanya can give you better pointers than I can. But of course let me know if I can help! :) If you use GIMP, liquid rescale is a good plug-in you can download to help prevent your textures from becoming pixel soup from scaling in the editor too much.
Avanya 5/jan./2017 às 12:59 
@SpacePixel: Sure, I'll have a look at the model tomorrow and see if I can give you some pointers. :)
SpacePixel  [autor(a)] 5/jan./2017 às 12:54 
@Avanya, @templeofdoom, I tried to downgrade texture resolution to 1024x1024, but then everything becomes too blurry... But if you know some tricks, which can help with improving roof textures quality without increasing UV map resolution, please, help me a bit or show me related guide and I will update this prop. Maybe, it's possible to merge identical polygons into a one on UV map to clear some space for big polygons?
Avanya 5/jan./2017 às 12:11 
I gotta agree with templeofdoom - at least 1024x1024 or even better 512x512 textures would be better for this and the difference will prob barely be visible even with zoom mods. 2048x2048 should really only be used for large unique buildings. :)
Tim The Terrible 5/jan./2017 às 12:01 
I never knew I needed this so much! Awesome addition!
templeofdoom 5/jan./2017 às 10:17 
Excellent model and textures, but I will have to say that 6mb w/ x2048 textures is a pretty large mark for a prop. I haven't seen the asset in game yet but I bet you could get away with at least half that texture size and still have it look decent. :) Thanks for sharing this SpacePixel!
Dr.Vogel 5/jan./2017 às 8:45 
Какая полезная вещь
Avanya 5/jan./2017 às 7:22 
Great idea! Simple, but can add such detail and variation. Very lovely! :D