Cities: Skylines

Cities: Skylines

188 ratings
Ad Zenith Extra-Atmospherics
   
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6.430 MB
10 Nov, 2015 @ 11:15am
10 Nov, 2015 @ 11:46am
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Ad Zenith Extra-Atmospherics

Description
So yeah... It's quite tall.

8x8 Unique.

Hipoly: 2.1k tris, 2048x1024 diffuse, illumination, specular, normal and color maps.
LOD: 900 tris, 512x512 (darn my shortcut methods) diffuse, illumination, specular and color maps.

Uses the base template for the CO offices, but with some tweaked, but reasonable stats.

20 Comments
Alcarcaleemo 12 Jan, 2022 @ 4:38pm 
has a large LOD mesh, may cause performance issues
Baleur 1 Dec, 2016 @ 8:03pm 
Ive actually started seeing buildings here in china that look surprisingly similar to this. Ribcage design on the entire front side, weird flat panelling on the back to "wrap around". xD
Not as far futuristic as we thought
Vegetative Electron Microscopy 29 Aug, 2016 @ 8:54pm 
How do I find this in game? Its not appearing in my Unique buildings
Maihess 26 Jun, 2016 @ 6:45pm 
@Whipplesnoodle: Awesome! I'll add you as a friend on here....I want your input.
Whipplesnoodle  [author] 26 Jun, 2016 @ 3:59am 
@Maugan: Sounds interesting! Permission granted. :butterfly:
Maihess 26 Jun, 2016 @ 1:24am 
Do you mind if I use the "Z" logo as inspiration for a company logo?

I'm thinking corporate empire that has taken over everything.

I also wanna use this building as their headquarters.
SonOfNitrous 24 Feb, 2016 @ 1:14pm 
I'll just leave it here... http://imgur.com/spF2eln
Whipplesnoodle  [author] 1 Dec, 2015 @ 11:29am 
@RUSSIAN PEPE: I will absolutely make taller buildings, but I will not likely make a taller version of this, sorry!
Whipplesnoodle  [author] 1 Dec, 2015 @ 11:28am 
@creepyeyes: Thank you so much! :butterfly: I'm positive you give me too much credit though! As for the window lights, it's quite simple, and probably even amateurish.. I just have a 25 windows x 25 windows grid in my textures with no repetition. It takes a lot of texture space (almost half of the texture file on my growables highrises, a little under a fourth for this one), but I have a very strong dislike for very obvious repeating window light patterns. I just assign groups of the facade UVs to different sections of that grid, then randomly apply some rotation/mirroring to some UVs to make it appear just slightly more realistic. For the LOD I basically map the LOD UVs to screenshots of the textured hi-poly model (I know, I'm terrible). It looks great and is quick to do, but comes at a price of having to scale up the LOD texture one tier above what it should ideally be :steamsad: (ie 512x instead of 256x). I hope that answers your question! Thanks again! :steamhappy:
creepyeyes 1 Dec, 2015 @ 12:58am 
The fact that you could make such a complex building with so few tris just goes to show your modelling prowess. I have to ask, what is your secret for getting those window-light pattern?!