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What I did in second life to save "prims" was to make my windows just one huge wafer thin cuboid per side of the house, and insert it inside the wall. Then wherever I chose to make a cutout was glass waiting. A bit like a water plane. I guess we can make swimming pools in this game a similar way.
 
You know, there are an infinite amount of tutorials about modeling .. the big problem here is that 99% of those are for 'rendering' and only 1% (or less) for game development. At the end of most tutorials you end up with an extreme overhead of triangles. I wish someone who already did something like this could make a brief tut about a very very simple house, with normal mapping and maybe Ambient Occlusion included. Where the textures are from, how they'r made (photo? edited?). Just very very basic, maybe only a dog house with a window.

This allows people with little modeling experience to start getting productive. I've done a lot of tutorials myself but still finding myself in a maze of: "what to do first, how to structure things.. should I create the building all out of one mesh?" stuff.

(currently i create the buildings from one mesh.. i do not use cubes because then i have to remove all the faces inside all the time.)

Also, for example, i need to make a brick wall, when i take a photo of that wall, how can i make it a seam texture (so it keeps going).
 
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My first Mod. A typical german appartment building. The building where I live to be exact. :D

app.png
Ein solcher guter Job!
What software did you use, if you don't mind? Blender?
 
We have to see our creations ingame and compare them to the CS original buildings. Some small compromises are ok I think. Your farm could fit in a 2x2 or 3x2 grid if you go that way. I have shortened my apartment to 30m. The real world counterpart is 47m and has some more windows.
 
3D Studio Max. Blender is horrible to learn and has a gui straight from hell. I think the hell was build with blender and textured with gimp.

I find the grid (and their settings) kinda unusefull in 3D Studio Max. There is no difference between minor and major grid lines. And their color settings are weird. (there is no 'set color of major or minor' option). Its one of the first things i do before i start modeling: setting the grid. When i fired up 3Ds Max I got stuck before i started :(
 
Will absolutely need to scale things to work good in the game when time comes. :) OK, here's another one. I don't know if I've shown this before, but it's a stage in Oslo, the national theater. Weeeeeeeeeeee big.

The unity Engine uses 'meters'. Did you setup your application units to meters?

Same for me with Blender. Hehe. It doesn't matter which software you use if you can handle it. Blender is great if you know what you are doing. And it's free. For me 3ds max is way easier to handle and I use it for my work every day.
I have 3D Max. How did you setup the grids? Do you see any difference between major and minor grid lines? Its barely visible. Weird :(