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@Cheers! Thank you! Hey if you want you can post a screenshot or two of your projects in my Showcase Thread over @ Frontier Forums! Just quickly check up on the first post and then post away. See you there! :) https://forums.frontier.co.uk/threads/artis-items.503850/
I use 3Ds max and PS mostly, but i don't think stuff would look much different with Blender/Gimp.
Gimp is just not as practical as PS is, but it could get you very similar results.
ZBrush and Substance Painter are also great additional programs, but it depends on whether they fit your workflow.
Are you seriously comparing Blueprint (text)files with custom 3D model files and texturemaps?? If you want to discuss technicalities you should first have a clue of what you're talking about here.
40-50 kB is the size of a TEXTFILE the length of a chapter of a book..
And that's exactly what BP files are. Textfiles. Not 3D files and certainly not textures...
The game's 3D assets, the one's you use for your BPs,
btw., are all between 500kB and ca. 10MB EACH, just fyi.
But who cares i've spent three days and nights on drawing this..
a thank you would have been nice instead, but no.
Instead people who have no grasp about 3D models,
textures and no real comparison
complain about "data size"..
No one forces YOU to download a passionately crafted custom asset.
But don't tell ME this is overblown in data size
when it's obvious you absolutely don't know what you're talking about.
Also I would kill to texture like this :P
Any tips or programs you used?
...If this had like 15 or 20 MB i'd agree with size budget, but 4,5... c'mon... that's just picknitting.
Your math is certainly not the math used by the people who create assets. I can crunch this down to 500kB and less, but it would just be a rectangle with some yellowish color..
And the park files have nothing to do with the vanilla and custom content. It just stores the position of each object independent of their size.
If you're that annoyed with a <5 MB asset, which is a optimal size for an asset like this, then maybe you should build your own custom content and skip on the UV mapping and texture work, then you'll have you 150kB assets....
I can make a light version of this and lose the metallic and roughness maps, as well as the normal map. Then we'd be down to about 2MB in size.. but then the object would look like a retro 1998 3D model and not a cool looking Planet Coaster asset.
I don't get it, sorry.... you want quality or data crap?
And of course any cheap looking object in the workshop will be smaller (or even bigger, bc there's been no optimization) because if you're lucky, they have 2 or 3 texture maps at the most.
With this "Floor" you can be sure it's level with the ingame vanilla assets in terms of artistic craftsmanship and also from a technical persepctive. No lag, no overblown data sizes, texel-resolution conformity, etc.