• 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.

Jeruntje

First Lieutenant
15 Badges
Nov 12, 2014
287
260
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
Hi everyone,

I am so curious to start modeling for CSL that I just downloaded blender and I am giving it a go. I don't know if others would like to join me in the quest of creating beautiful houses, big highrises and ofcourse even bigger airports ;) :p

I am an absolute beginner and I found a great tutorial on youtube: https://www.youtube.com/playlist?list=PLrgQj91MOVfjTShOMRY8TLmkJ7OFr7bj6

It's a course of 7 episodes and I have just finished the 4th one. With this result :cool:

My first modeled house:

Foto1k0-ZFN33UYW.jpg


I thought I should create a thread, so we can help each other out if we get stuck and hopefully other more experienced modelers will come and take a look now and then and help out ;)

I you have hints, tips on how to do stuff greatly appreciated!

Cheers,

Jeroen
 
Thanks a bunch! :p
 
I'm getting used to 3D workflow, i wish to make some models. I'm experienced at 2D design, but not 3D.

The modelling was pretty easy. I used the app Hexagon, i just can't get into Blender at this moment. But i'm pretty stuck at texturing/UV Mapping process.

This is the progress so far. It's just for testing, not for doing a final model, using the recommended 1,000 polycount:

jB0sjBT.jpg


Can anyone recommend an UV Mapping software/tutorials? With free (or cheap software).
 
I'm getting used to 3D workflow, i wish to make some models. I'm experienced at 2D design, but not 3D.

The modelling was pretty easy. I used the app Hexagon, i just can't get into Blender at this moment. But i'm pretty stuck at texturing/UV Mapping process.

This is the progress so far. It's just for testing, not for doing a final model, using the recommended 1,000 polycount:

jB0sjBT.jpg


Can anyone recommend an UV Mapping software/tutorials? With free (or cheap software).

Hexagon by DAZ? Damn, brings me memories! I remember using that way back... It's a good app especially for things like buildings and less organic type stuff. I recommend sticking with that instead of Blender if you've got it. If I remember correctly there is no texturing/mapping in Hexagon but I could be wrong (it's been quite a while) but I found this link which seems interesting if you want a free demo standalone app : http://www.uvmapper.com/ I'm still trying to figure out the full price though. Of course the best option would be to invest in a complete-palette app if you're interested in pursuing 3D but they will be considerably more expensive. I'd recommend starting with Carrara by DAZ if you can't get your hands on Max, Maya, C4D and that kind of calliber). Another great free/cheap app is Sketchup for houses/buildings etc.
 
I hope some of the Simcity 4 builders will buy CSL and start creating for it. Some people have made amazing stuff for SC4. If you check Bixel or Nofunk at simtropolis you'll see what I'm talking about.

I agree! If we end up with half of the stuff that these people have created for SC4, the game will just be incredible!
 
  • 1
Reactions:
Hexagon by DAZ? Damn, brings me memories! I remember using that way back... It's a good app especially for things like buildings and less organic type stuff. I recommend sticking with that instead of Blender if you've got it. If I remember correctly there is no texturing/mapping in Hexagon but I could be wrong (it's been quite a while) but I found this link which seems interesting if you want a free demo standalone app : http://www.uvmapper.com/ I'm still trying to figure out the full price though. Of course the best option would be to invest in a complete-palette app if you're interested in pursuing 3D but they will be considerably more expensive. I'd recommend starting with Carrara by DAZ if you can't get your hands on Max, Maya, C4D and that kind of calliber). Another great free/cheap app is Sketchup for houses/buildings etc.

Yes, Hexagon from DAZ. I don't know when and where i got that software... but i got it. I finally used it because it feels natural to me as 2D designer; i spent 3 hours just trying to learn the Blender interface without any success, and i did that in Hexagon in just 30 minutes without any previous knowledge. The app crashes every time i export the model -running in Windows 8.1 64 bits-; however, it exports correctly as obj or 3ds.

It's enough for me, i will stick with that app for modelling, and use any other software for UV mapping. Surelly Blender because it exports to FBX (Hegagon can't), i'm currenly looking tutorials, but man... it's a pain just to learn how to use menus. When i get confident with those softwares, i will consider commercial ones; i'm just learning.
 
Can anyone recommend an UV Mapping software/tutorials? With free (or cheap software).
There are a handful different tools that make the UV mapping easier than it is in most 3D apps. I haven't tried them all, but I like 3DCoat a lot. I will say this goes under "cheap". It's $99 for the educational license. (which basically means: "not for commercial use - for hobbyists only"). Besides, you can use it to paint textures directly on the model if you like.

Nice model Zed!
 
Just something I'm wondering about; now that we know of the guidelines/limits on poly counts - Would it still not make sense to try to keep the poly count as low as possible? Especially since a lot of us will try to unlock all 25 tiles :D

I saw some tips / tricks a while ago on how you can 'easily' reduce poly counts by using a flat texture with transparency built in (so for example, you can have 1 or 2 polygons for a fence, instead of modeling all individual planks).
Maybe someone with some experience with building models can add some tips/tricks to keep poly count lower while achieving (almost) the same effect (especially since 'most people' will not likely be playing at the full zoom-in level most of the time).

Just curious.
 
Just something I'm wondering about; now that we know of the guidelines/limits on poly counts - Would it still not make sense to try to keep the poly count as low as possible? Especially since a lot of us will try to unlock all 25 tiles :D

I saw some tips / tricks a while ago on how you can 'easily' reduce poly counts by using a flat texture with transparency built in (so for example, you can have 1 or 2 polygons for a fence, instead of modeling all individual planks).
Maybe someone with some experience with building models can add some tips/tricks to keep poly count lower while achieving (almost) the same effect (especially since 'most people' will not likely be playing at the full zoom-in level most of the time).

Just curious.

Yes, keep as low as possible and compensate with good, customized texturing and mapping (use alphas and fixed artificial shades, reflections, lights...)

so for the fences, for example, you could very easily achieve a good visual with just one plank/component even if zoomed in, indeed.

edit : the best thing is to wait for the game and test various possibilities and see how the game is limited or behaves.
 
Last edited:
Nice model Zed!

Thanks a lot !!!!!

Just something I'm wondering about; now that we know of the guidelines/limits on poly counts - Would it still not make sense to try to keep the poly count as low as possible? Especially since a lot of us will try to unlock all 25 tiles :D

I completely agree with you. the poly count is a limit, not an objective. If you can go lower it will be better.
I hope people posting stuff for CSL will post the poly count so we can avoid something if it's much too high and our maps are already at the limit.
 
Finally, mi first complete model:

BbqzQwi.jpg


Entirelly done with Blender, 432 triangles, UV map as advertised (1024x1024 px). Quite hard to learn that program, i made many mistakes. The grass/bushes/background are addded with Photoshop.