Cities: Skylines

Cities: Skylines

Della Salute of Venice
53 Comments
AzOdnem 26 Jul, 2020 @ 10:55pm 
without dlc version?
matmilne  [author] 3 Jul, 2019 @ 2:27am 
You'd be surprised how often this happens, apology accepted. We'll see how the next few buildings go.
InHailt 2 Jul, 2019 @ 10:41am 
also i want to apologize for my behaviour. It was wrong to try to force my ideals onto your creation method. If you still want some advice or in the near future you can always contact me. I guess i was the one with the big ego, not you.
InHailt 2 Jul, 2019 @ 10:17am 
Wow. That's actually pretty smart. Kudo's :possession:
matmilne  [author] 2 Jul, 2019 @ 9:52am 
imported from 3ds max after being stripped to the bone. I culled virtually all inward facing surfaces and deleted geometry off the smaller lanterns, as well as optimizing the domes and statues. I'm amazed the main building comes in under 50k. The triangle count will probably climb 20k if I revisit the model (most of that would go on the main dome). Since Venice is a small, mostly low-rise city, the bulk occupying no more than 4 tiles, and the building is unique, a one-off detailed landmark is acceptable, I certainly don't recommend it if you're building New York on 81 tiles :-). The maximum is 65,536 vertices, and we come in at around half that. I aimed to keep the model below 100k tris.
Tall Bird 1 Jul, 2019 @ 12:27am 
(Or at all, since the Tris is so high for the size - The ‘Weight’ of the model is far too high)
Tall Bird 1 Jul, 2019 @ 12:26am 
My rig can handle the model, it’s just really badly optimised. I would not recommend using this for big cities.
InHailt 1 Jul, 2019 @ 12:12am 
Hmmm shaving of 150k to 70k. Impressive. Did you import it from Sketchfab and optimized it for the game? If socI would really like to know how you did it!
matmilne  [author] 30 Jun, 2019 @ 10:57pm 
The rialto bridge is coming along, that will be far lighter on the hardware.
matmilne  [author] 30 Jun, 2019 @ 10:49pm 
The original model crept over 150,000 tris, I managed to cut 70k out with some loss of detail on the rear dome and bell towers, but further economies would be destructive. Save your pennies for some good hardware. It's running just fine on my 4 year old rog laptop, I definitely recommend one.
JenperTC 30 Jun, 2019 @ 8:03pm 
It’s not our fault that we can’t exceed our personal budgets.
matmilne  [author] 30 Jun, 2019 @ 3:52pm 
make sure your rig can handle it.
Tall Bird 30 Jun, 2019 @ 2:29pm 
Mesh Info mod reports that this model is a performance hitter. Far too many tris for the size it takes up.
matmilne  [author] 30 Jun, 2019 @ 5:51am 
There will be plenty more in due course, don't worry.
Eva 30 Jun, 2019 @ 5:46am 
People where nice at first, but since you're too dense to listen or accept criticism and just say ''YeA BuT iTs My TeChNiQuE'' and ''Im AcTuAlLy ExPeRiEnCed'' while you aint people just get fed up with you. your asset is utter trash that shouldnt be on the workshop, even less begging for money in the absymal state its in.

Anyway, looking forward to more workshop pollution of F quality assets made by an egotist that cant take criticism.
JenperTC 30 Jun, 2019 @ 5:43am 
Though you should take their advice while I do what InHalit is doin.
JenperTC 30 Jun, 2019 @ 5:43am 
These photos though, just bright, dark and green. Also don’t mess with Geze, just don’t, I’ve seen this happen before. :(
matmilne  [author] 30 Jun, 2019 @ 5:38am 
I'm glad it's doing something for you
matmilne  [author] 30 Jun, 2019 @ 5:29am 
Maybe if you hadn't been toxic, insulting and rude. I choose the people I listen to, not based on how good they are, but on their attitude towards others. If you spend your time insulting, flaming or talking down to others, whatever you've got to teach, is not something worth learning. This much ire from my first big building, I look forward to the next year. I couldn't be more pleased with the results.
Gèze 30 Jun, 2019 @ 12:41am 
Your ego seems to be through the roof and we're not the ones that need a better coping mechanism. You need to accept criticism and apply it instead of saying I KNOW BETTER when you clearly don't.
And you plan to spam the workshop with assets of such poor quality? You seriously look at the model in game and think "Yup, this is perfect, totally the kind of quality of assets people make now"? I'm not sure if you're joking or you're just delusional.

It takes me a week to make a simple house, and you want to churn out a complex structure in less time than that? Asset creation is not a race. Faster doesn't mean better.

Humble yourself and actually accept suggestions and help when people offer it or keep up this self-inflated ego behaviour while creating terrible quality assets.
Gèze 30 Jun, 2019 @ 12:41am 
So this is your only argument? "I've been an artist"? Seeing the quality of the assets you wanna put out, I'm not sure what kind of artist you were. I worked as a waiter and somehow my assets are not half see-through, because I did my research as to how the textures in this game work and how they should be done. There's plenty of tutorials and guides available related to asset creation, but sure, people who've been making assets for this game for +3 years don't know shit and we should just tell you that your assets is amazing because you've been an "artist".
Eva 30 Jun, 2019 @ 12:32am 
Rather than pretending to be competent, maybe try to actually learn and become competent, rather than trying to live a lie you created for yourself, or you know, have an *actual* competent 3d artist make the building *for* you. stick to making music, since thats what you're competent at, 3d art is not what youre even remotely good at
matmilne  [author] 29 Jun, 2019 @ 4:57pm 
Just remember, no talented artist ever feels the need to belittle the contribution of others to make themselves feel better, they're too busy making amazing content. I plan on releasing at least 40 more of this calibre or better. You're going to need a better coping mechanism than this.
matmilne  [author] 29 Jun, 2019 @ 4:36pm 
I've been developing games for 10 years, not to mention an artist for 25, but do please go on about the people who know more, yea those kinds of insults will encourage positive discourse,,,
alborzka 29 Jun, 2019 @ 5:40am 
Yeah this is pretty poorly made, I’d listen to the more experienced users here, they’re just being honest. But if you like creating bad quality assets then that’s up to you :)
matmilne  [author] 28 Jun, 2019 @ 9:39pm 
I have updated the first floor height, that is the sole release change
matmilne  [author] 28 Jun, 2019 @ 2:06pm 
Thank you for your suggestion, I may do that.
Eva 28 Jun, 2019 @ 2:05pm 
Man, either be up front that youre not going to do anything about the description, or the asset itself, or take the criticisms to heart and adapt the description and your technique gradually along the way.

People are giving you advice, people that have more experience than you do, any proper creator would take the criticism to heart rather than say "yea i might do that"
matmilne  [author] 28 Jun, 2019 @ 2:04pm 
Yea, I'm pretty stubborn, but can be easily persuaded. It all depends on your approach.
matmilne  [author] 28 Jun, 2019 @ 1:59pm 
I'm happy to discuss issues with anyone.
(1st Cav) Morvalistan 28 Jun, 2019 @ 1:58pm 
Why are you arguing with so many people?
matmilne  [author] 28 Jun, 2019 @ 1:54pm 
I have to make that choice, when I decide to do it, if I decide to do it.
matmilne  [author] 28 Jun, 2019 @ 1:49pm 
It is fair to give a warning to low-end users, of course, but the asset's approximate triangle count is already there doing that. I may give further warning, in a future update.
Eva 28 Jun, 2019 @ 1:41pm 
At least yes.
matmilne  [author] 28 Jun, 2019 @ 1:35pm 
So you think I should include a texture warning? Interesting, I may do that
Eva 28 Jun, 2019 @ 1:33pm 
Yea exept the reality is that people just subscribe from the search page most of the time.

You dont even state the triangle count correctly. Its around 48k for the building and the rest is in the seperate statue props.

You dont disclose the texture size either, which is very important since large textures affect performance more than triangle count, especially loading.
matmilne  [author] 28 Jun, 2019 @ 1:26pm 
The triangle count is stated. it is assumed that anyone downloading a detailed, large building, will understand it is...a detailed, large building.
Eva 28 Jun, 2019 @ 1:25pm 
Also asking for donations on something thats clearly inferior and not well made ? Seriously ? Thats just eugh.
Eva 28 Jun, 2019 @ 1:23pm 
80k tris (including statue props), with 2k textures, makes for a severely unoptimised asset, that hurts the performance of low end users, and people that have no knowledge of how unoptimised 'assets' like this are slow down their game, both loading and in game performance are affected.
matmilne  [author] 28 Jun, 2019 @ 1:19pm 
You do not need to subscribe to an asset you do not like. I choose my teachers too. Thanks for the input, i may consider an update at a later date, then again...I may choose not to.
Eva 28 Jun, 2019 @ 1:02pm 
The specular map is just plain awful, your 'technique' doesnt work in this game. The door is completely ruined by the specular map, being completely transparent, with weird artifacting inbetween, the windows are bad as well, with the glass and placeholders being inverted.

There is no smooth shading either, 45 is not even the 'standard', the value depends on the complexity of the mesh that has to look smooth, but of course, what do i know im clearly speaking to a pro here.
Eva 28 Jun, 2019 @ 1:02pm 
I've been hesitant to comment on this but after seeing ''my building, my choise'' i just have to respond.

Your technique is bad, your unwillingness to learn is bad, and this asset is bad. This is not how you take criticism, or make assets for this game for that matter.

Its not even a 'technique', you just slapped a specular filter on the diffuse texture hoping the game does the rest, exept the game doesnt work with such specular maps, so you end up with doors that become fake windows with awful artifacting.

https://imgur.com/a/3uvEsvm
matmilne  [author] 28 Jun, 2019 @ 12:56pm 
Design your assets, in whatever way you wish.
matmilne  [author] 28 Jun, 2019 @ 12:42pm 
That is how I work.
Gèze 28 Jun, 2019 @ 12:38pm 
That's not how modelling works... This game has preset ways in which textures work, so you either adjust them or the asset will look as bad as it looks now. It's not "your choice" in this case.
matmilne  [author] 28 Jun, 2019 @ 12:33pm 
Except that's my choice. My building, my choice.
matmilne  [author] 28 Jun, 2019 @ 12:04pm 
My technique of choice
(1st Cav) Morvalistan 28 Jun, 2019 @ 10:52am 
May I ask why the specular map is composed of photo negatives?
matmilne  [author] 25 Jun, 2019 @ 12:14pm 
domes are auto-smoothed set at 45, the standard.