Cities: Skylines

Cities: Skylines

Harvey House Railroad Station
Ozzyski  [developer] 21 Mar, 2021 @ 9:59pm
Feedback & Solutions
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Last edited by Ozzyski; 21 Mar, 2021 @ 10:09pm
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Ozzyski  [developer] 21 Mar, 2021 @ 10:01pm 
Posted by Pewex

Lacks information about LOD (resolution + tri count). Additional, with the information available (+ some extra poking around done by me with the asset files) this asset has [...] issues pertaining to both quality and optimisation.

Textures
→Diffuse map (_d)
[...] Different parts of it have wildly different colour corrections (some parts having appropriate brightness and other parts being way way waaaaaay too bright, both in general for the game's lighting engine, and in comparison to other elements, and the same can be said about the saturation. Additionally many of the elements of the building's textures are completely flat.

[...] [...] [...] I could probably pack this exact same texture into 512×1024 rather than 2048×2048. [...]

→Normal map (_n)
Most of the normal map seems competent, but I have to question what's going on with the star thing. That doesn't look like proper normal map info. Also, again the bricks are problematic — the normals are inverted in both channels for the bricks, meaning that the bricks pop into the building rather than stick out. Also, the normals are too weak for some things — those should have been modeled out.

→UV map
[...] The bricks don't line up [...]

Model
→Arches
The arches are [...] poorly optimised. I am not kidding when I say that I think you could probably shave off more than 20k tris from this building just by optimising the arches. The parts of the arches that are attached to the outward facing walls (not sure if this is clearly explained by text) can be done using a single plane (2 tris) with an alpha masked semicircle texture.

→Columns
[...] [...] The columns can be easily done properly using pretty much just a proper diffuse + normal rather than a flat texture. Only a few small additions are needed to the mesh.

→Bannisters
[...] [The banisters can] be easily done using minimal tris and minimal texture space with a properly made diffuse + alpha map.

→Text
Lacks text, which *easily* could fit on the *current* diffuse map as there is plenty of unused space. And this can be achieved all for the cost of 2 tris.

[...]
Last edited by Ozzyski; 22 Mar, 2021 @ 7:09am
Ozzyski  [developer] 21 Mar, 2021 @ 10:04pm 
Posted by EvametryE

Sadly this isn't that good, it has 2k textures but in many areas it just looks like 1k or worse. the proportions are way off on some parts, and the plaster sadly is just a plain white color without any texture whatsoever.

The texel density is also all over the place causing different parts of the roof texture to have uneven resolution and visible seams in some places.
Ozzyski  [developer] 22 Mar, 2021 @ 7:08am 
@Pewex - Your critique is welcome, but I’ve removed the comments you made that cross the line into gate-keeping - please recognize that not everyone models assets as well or as optimized as the best of the C:S community, and constructive criticism helps improve moral and desire to better our skill. That said, I do have one point to make - the bits of the building that are not exact-to-IRL (bannisters, columns, text) are superfluous when we remember that this is a fantasy game. I purposefully asked for the text on the building to be left out because I don’t like seeing the name of a town that I’m not recreating on a building that I’m using - I personally avoid assets that include them.

Overall you had a lot of helpful feedback, so thank you - I encourage you to find ways to critique something without letting perfection being the enemy of good, again, because this is -mostly - a fantasy game, and communicate those thoughts in a way that doesn’t beat someone down for trying.
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