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Just few general modeling pointers about the polygon amounts. The smaller detached houses with smaller lots can be around 700 triangles while the more complex villas with larger lots can go up to 2000 triangles. Apartment buildings and tenements range from 1500 triangles to slightly over 3000, all depending on the need of getting the possible details right. Similar amounts of triangles apply to other style buildings from commercial to industrial and offices. Ploppables are a bit different what comes to lot sizes since they can be larger, to a certain degree. However, the same basic principles apply there as well: smaller buildings can do with fewer triangles than larger buildings. And modeling economically also has the benefit of making the UV mapping in some cases faster since there are fewer polygons to map and arrange. However, larger polycounts usually give more freedom in UV mapping since the model can be cut into smaller pieces rather than having large faces that require massive amounts of texturing space. Texture resolution is around 1024x1024 for most buildings but you can use a smaller texture (such as 1024x512) for smaller buildings and larger (2048x2048) if you are making a really huge building (although I advice starting with the relatively straightforward buildings like residential and so forth - but this is just my opinion). Also, as a tip: don't color anything on the diffuse texture in plain white or "almost white" since really white surfaces can look way too bright white especially in direct sunlight. Some a bit gray-ish color is generally better since a light gray can look a nice white-ish in the engine.
 
its-something.jpg

Thanks for posting. I initially have the following questions:
- What LODs are there? Only the 2? The textures for LOD will be generated automatically?
- No reflection map? Specular goes in that direction, but is something different.
- I don´t know about "colour mask". Is that to varify objects in the editor?
- Illumination map, so a night mode is planned, yes?
- Is there any way you might make a support for a second UV channel? Or can we use that already? Ambient Occlusion really gives a boost to a model.
- No ngons, not at all? I looked it up and all my models have several and I don´t see any way of making those without them. What exactly is the reason behind that?
 
N-gons are no problem. Just triangulate the models before you export them. Oh and you don't need a second UV channel for ambient occlusion. If you have mapped you models UV's correctly you can bake the AO in the diffuse map. I do that all the time.
 
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its-something.jpg

Thanks for posting. I initially have the following questions:
- What LODs are there? Only the 2? The textures for LOD will be generated automatically?
- No reflection map? Specular goes in that direction, but is something different.
- I don´t know about "colour mask". Is that to varify objects in the editor?
- Illumination map, so a night mode is planned, yes?
- Is there any way you might make a support for a second UV channel? Or can we use that already? Ambient Occlusion really gives a boost to a model.
- No ngons, not at all? I looked it up and all my models have several and I don´t see any way of making those without them. What exactly is the reason behind that?
- In addition to the actual building model there is only one LOD level which is the one with maximum of 100 triangles
- Specular map with 100% white creates a reflection on the surface such as windows
- Color mask dictates what parts of the texture can have color variation. Black = no variation, white = variation. A normally gray wall accompanied with the color mask texture where the wall areas are white will change the default gray texture into one of the different colors in an overlay effect. You can have for example a red tint on the wall but still see the detail in the painted diffuse texture. The intensity and color that is the result of the color mask depends also on what the original color of the area is.
- Illumination map in this case is basically reserved for getting those advertisements and so forth to pop out i.e. how electric ads would look when turned on.
- There is no second UV available. You can if you like to bake some AO on to the diffuse texture in the traditional (or hand paint some if you wish) way but there is no support for second UV channel or a separate AO texture.
- Ngons are not really good geometry. While they might work in game engines it is generally a good practice to make sound geometry with only triangles or quads. Ngons might cause errors in rendering and/or shading so that the model looks a bit odd. However, there are different "rules" for each engine. I personally prefer as clean geometry as possible.
 
Now someone, please make a sample model file and very brief youtube tutorial.
Then witness the dam breaking :D

I'll do my best to get some time to record something when I get home in a few hours. Hopefully there will be a video up within the end of the day. I'll try to explain what we know so far means visually, so it's perhaps a tad easier to understand for those who want to, but don't know how.
 
Just one question, maybe one of you know. Are the developers using Unity 4 or 5? If they are on 4, are they planning to switch to 5? Asking because of all the lovely new features comming with Unity 5 like PBR and the better Physics engine.
 
Just one question, maybe you know. Are the developers using Unity 4 or 5? If they are on 4, are they planning to switch to 5? Asking because of all the lovely new features comming with Unity 5 like PBR and the better Physics engine.

We're using Unity 5 but switched late in development, so we haven't had the time to use any of the exciting new features yet :)
 
My first Mod. A typical german appartment building. The building where I live to be exact. :D

app.png

Nice work.

How did you create those windows, are these separate planes? I wonder because I want to have nice windows with frames around it in my building.
Also, these textures.. Are these created with help of photos?

m8bYk12.jpg
 
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