Hello everyone. I'm new here and this is my first Paradox game as well as my first Steam based game. I'm a big Sim City 4 fan since 2003. I never completed a model for SC4 because I never got used to gmax. It looks like modelling for this game is way easier as we can use our favorite program to make assets so I'm in.
I plan to make some custom buildings and other content for the game. I mainly use Sketchup Pro and Blender for modeling (I also have Xfrog I can hopefully make some new trees and veggies with). With a background of architectural visualization, I don't want to expect too much from this experience here. I'm used to doing some high quality renders playing with different materials to get realistic results in render engines like Thea Render, Blender's Cycles etc. One of my ambitions with Cities Skylines is to contribute to getting a more realistic visual effect in the game when it comes to textures. I believe that will make the difference between cartoony and something more believable. NOT to say cartoony is bad....it's a matter of taste. I personally want to make CS a place to play a game while at the same time use it as a visual showcase for my 3D architecture models (I almost hesitated to buy the game because of time concerns but thought maybe work can be incorporated with play here since we can make our own buildings
).
So...I'm used to dealing with bump maps, specularity, transparency, diffuse, and many settings to tweak the final outcome. I know this is just a game with hardware considerations so I expect a limited texturing experience. What are the basic settings for CS asset textures? Is there any reflective or specularity properties to play with? What should I consider when it comes to the game's lighting setup? If any of the channels mentioned are absent in CS tools, how far can we go to fake some things (specifically specularity and transparency)? I just want to know the texture language of the game to see how I must prepare my textures.
I plan to make some custom buildings and other content for the game. I mainly use Sketchup Pro and Blender for modeling (I also have Xfrog I can hopefully make some new trees and veggies with). With a background of architectural visualization, I don't want to expect too much from this experience here. I'm used to doing some high quality renders playing with different materials to get realistic results in render engines like Thea Render, Blender's Cycles etc. One of my ambitions with Cities Skylines is to contribute to getting a more realistic visual effect in the game when it comes to textures. I believe that will make the difference between cartoony and something more believable. NOT to say cartoony is bad....it's a matter of taste. I personally want to make CS a place to play a game while at the same time use it as a visual showcase for my 3D architecture models (I almost hesitated to buy the game because of time concerns but thought maybe work can be incorporated with play here since we can make our own buildings
So...I'm used to dealing with bump maps, specularity, transparency, diffuse, and many settings to tweak the final outcome. I know this is just a game with hardware considerations so I expect a limited texturing experience. What are the basic settings for CS asset textures? Is there any reflective or specularity properties to play with? What should I consider when it comes to the game's lighting setup? If any of the channels mentioned are absent in CS tools, how far can we go to fake some things (specifically specularity and transparency)? I just want to know the texture language of the game to see how I must prepare my textures.