• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Teldaril

Second Lieutenant
32 Badges
Feb 6, 2017
185
4
  • Tyranny - Bastards Wound
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Cities: Skylines - Campus
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Stellaris
  • Age of Wonders III
  • Stellaris: Ancient Relics
  • Crusader Kings II
  • Tyranny - Tales from the Tiers
Hello,

i want to create my own asset. Namely a skyscraper with Blender. I am fairly new to this whole process and i have watched tutorials to get started.

Currently i have modeled my asset in Blender and wanted to texture it via UV unwrap.

I have collected some textures, put them together and did a first "smart UV unwrap" and roughly placed everything to get a first impression. Of course everything is distorted, compressed and stretched.

Now i tried to improve on the UV mapping by manually unwrap but i quickly reached a point where i am uncertain how to progress.

The problem is: The skyscraper has several larger faces which would stretch the textures.

Am i able to repeat a part of my UV texture on one face? For instance i have a very long face which should repeat just the part on the image.

Test_002_finish_d - Kopie.png

Or is there another way to better fill larger faces?

One way i could imagine is to scale everything on my imported texture down and repeat it there but that would reduce the texture quality.

Or do i ultimately have to split the faces and increase the tris count of my asset by quite a margin?
 
You are right in your thoughts. Scaling down the texture or increasing the number of faces/tris is the way to go. What size texture map are you using? I have never made a skyscraper but I would imagine that a larger map size of 2048x2048 might be appropriate and help to solve you detail problem . I also find it easier to manually unwrap the uv's as it allows for textures to be stacked on top of each other.

Any skyscraper makers care to comment?

Stacked textures:-

The windows are all separate to allow for varying illumination settings.

Stacked textures.JPG
 
Last edited:
Thank you for your comment. Currently i am using a 1024x1024 map. I am not sure how it will translate to the game since it is my first attempt.

I progressed by scaling everything down on my map to keep the memory and tris count rather small. It looks a little bit grainy on the map but it is so much smaller on the asset. I think currently it is the way to go for me and see what i get.

With this method there is also plenty more space on the map to add more details when i am happy with the foundation.