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It's amazing how the city building community has gotten so used to modding after SC4.
I maybe be wrong but I believe Cities Skylines is the first game in history where modding is actually being started and fully discussed before the actual release of the game.
And we don't even have the developer diary on modding yet.
 
m8bYk12.jpg


(without the edgeloop cut, the triangles would be around 500 now and i'm almost done before texturing (only need to add a few windows a door and a garage. I think i can get it to be around ~ 800 to ~ 900 triangles.)
A tip on modeling (not sure if you have modeled the window frames but in case you have): rather than adding detail to window frames etc, you should save the triangles for giving the whole building shape. The small details such as window frames and so forth can be done using normal maps and just good old diffuse texture. While adding details to buildings it should be considered what the usual view distance is and what detail easily disappears i.e. goes to less than 1 pixel in size and is all things considered unable to be seen.
 
Looks great!

It's possible to build a "low res" version for the game, and a version with details such as window frames, and bake the normal map. What this does is transfer information about what's sticking out or is "dug into" the surface, from the high res object to the low res normal map.

Basically ; where the high res model differs from the low res model, there will be information for the normal map.
 
I understand the concept. The map defines how light behaves when it bounces the surface. You can create fake depth effects

I must say.. after texturing .. and defining uv maps for a while now: its a hell to go through.
I know I have to replace the window frames and the window with just a texture.

mS36oie.jpg


I have the brick textures but its just a hell to scale them up to realistic sizes. And I have to do that for every freaking surface over and over and over again. For example, at one wall the bricks are bigger than the other, editing the uv maps is just a gambling game. Seems i cant set them precisely. I don't like this at all. I dont like gambling when it needs to look good.

Maybe I do it the wrong way. Should I do it the other way around? (exporting uv map and then edit them in photoshop?).
 
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A tip on modeling (not sure if you have modeled the window frames but in case you have): rather than adding detail to window frames etc, you should save the triangles for giving the whole building shape. The small details such as window frames and so forth can be done using normal maps and just good old diffuse texture. While adding details to buildings it should be considered what the usual view distance is and what detail easily disappears i.e. goes to less than 1 pixel in size and is all things considered unable to be seen.

Thank you.

So essentially, modeling the building like this is better?
I might still end up in modeling windows (with frames and details) and then generate a texture from that.
Then i will use that texture to put on this simplified model?

CJF8fFy.jpg