Cities: Skylines

Cities: Skylines

[Ploppable] Keymark Hotel
14 Comments
Gula 17 May, 2015 @ 8:55am 
I sent you a friend request, message me when you see me online. I have a guide I made to help out with creating a proper LOD for the game, I can explain it better if need be. Heres the link :) http://imgur.com/a/0epu9#0
bigmoodenergy  [author] 17 May, 2015 @ 8:15am 
Thanks Gula, much appreciated. I've followed your work for the past few months and very pleased to have you comment here.

I do have to admit a sin on this building though, it uses an auto-generated LOD. I made a custom 100 tri model but it would never load in the asset editor. After some hours of blood, sweat, and tears I gave in and just let the game do it. LOD's are really the worst part of the entire modeling process, it feels like so much can break down.
Gula 17 May, 2015 @ 7:24am 
Also, this is a nice building :) Good work.
Gula 17 May, 2015 @ 7:24am 
@Octopuss - With that in mind, its actually best to pump up most of your building's detail through a higher polygon count than through a higher texture resolution, so long as the polygons are being placed where they are actually needed and not just arbitrarily slammed on to quads. The higher detailed model tri count will actually look better than most texture detail, imo. We are in an age where graphics cards can handle a high amount of tris, but the bottleneck is still the amount of draw calls and the amount of texture resolution.

TLDR: I'd rather have 40 pieces of custom content with a high polycount details and custom LODs using 1024 maps, as opposed to 20 pieces of custom content with a low polycount and 2k resolution maps for roughly the same cost, yet nominal gains in texture fidelity.
Gula 17 May, 2015 @ 7:23am 
@Octopuss - The point of shipping a 1k texture is because of the performance cost. The difference in quality between 1k to 2k is hardly noticeable, especially when most content creators should be considering the player's optimum viewing angle (aka: the standard zoomed out view). Is it worth it to go to 2k resolution so for those 30 seconds that you're zooming in you get slightly higher fidelity? Not in this age. If every building had 2k textures, your game would start to get a lower Frames-per-sec. Additionally, most buildings can recover the detail thought polygons because if the creator makes a proper LOD model, the in game baking system is pretty robust.
Benny Beanpicker (NL) 17 May, 2015 @ 1:51am 
haha you could have fooled me with your story
WalrusInAnus 16 May, 2015 @ 10:50pm 
Lots of mods have 2k textures, and it really helps when you zoom all the way in (which is something lots of people like to do I think).
I mean what's the point of nice model with lots of polygons when it's blurrry as hell when you look at it from close up?
Thanks :)
bigmoodenergy  [author] 16 May, 2015 @ 8:41pm 
Growable commercial version is now up
bigmoodenergy  [author] 16 May, 2015 @ 6:52pm 
@Octopuss I can do a 2048px texture for it, I suppose I've never really thought about going above 1024px

@Wastingpluto533 it's in your city of course. The model is fictional, drawing inspiration from several real world hotels designed by architect John Portman.
Benny Beanpicker (NL) 16 May, 2015 @ 4:56am 
ok lots of info except wich city it stands in
WalrusInAnus 16 May, 2015 @ 4:28am 
This looks nice, but don't you think 2k resolution would make it MUCH better?
Serious Jobs 15 May, 2015 @ 9:01pm 
Thank you, looking forward to growable version!
j 15 May, 2015 @ 8:30pm 
Very cool. This will look great in my city.
bigmoodenergy  [author] 15 May, 2015 @ 7:44pm 
There will be a dense commercial growable version coming in the next day or two!