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Creating Santo Domingo in Cities Skylines: Episode 2: Asset Creation and Importing

#citiesskylines #santodomingo

Hello everyone and welcome back to the channel! In this episode, we start in on assets.

Step 1: SketchUp
I use this program because you get a 30 day free trial to test it first. It's really good, for me it's easier to draw as opposed to Blender, which I use for UV mapping. But more on Blender later. I either create my assets from scratch, or I see if there are any models out on 3d Warehouse. If there are, I download them and edit them in Sketchup before importing them over to Blender. So this is the first part of the process, you should do all of your measurements here as well because once you move it over all that should be done already. As far as I can figure, here are the measurements (in meters)
Cities Skylines = 1 block = 5 m
Sketch Up = 1 block = 8m
Blender = 1 block = 10 small blocks, 8 blocks = 1 sketch up block
Step 2: Blender and Gimp
Once you have finished drawing your asset, you want to save it as an obj file and then import it into Blender. In Blender you need to make sure that the point of origin and the 3d cursor are centered, and then from there your asset should pop in dead center. I downloaded a cities skylines extension for SketchUp which makes grids, so when you import if it's 3x3 it'll keep the same measurements more or less when you move it over to Blender. Figuring out how to center and scale my asset was one of the most difficult parts of the process. Also figuring out that when a wall is invisible after you upload it, chances are it's because the edge is reversed. which means you have to go all the way back to sketchup, flip the wall, import it back into Blender and start UV mapping. This is by far the hardest part of the entire process, and the most time consuming. You have to first map your asset in the UV mapping area, and then export the UV map over to GIMP. You add layers to your Gimp file accordingly, windows, doors, floors, etc. You can check your progress in real time after you upload the image file. I usually have two files, one which is the actual UV grid map, and the other with an _d added so that way I know this will be the final map to send over to the import folder, along with the fbx file for the actual asset.

Step 3: Cities Skylines import
This part is pretty straight forward. If everything went according to plan you should see your asset there listed when you go to New asset. You have the choice to determine which type of building it will be, but unless you have the RICO mod you won't be able to place anything down (except parks, unique buildings) so I recommend sticking to those when you first start creating, so you can find the assets fairly quickly. From here you can add any additional props, save the file, and then upload it into your game. Simple right? lol

Ways to support the channel:
http://paypal.com/chrisd21 - my paypal
https://streamlabs.com/christopherdogan/merch - t-shirts and merch!
email me for the patreon link. (chrisdogan21@gmail.com)

Видео Creating Santo Domingo in Cities Skylines: Episode 2: Asset Creation and Importing канала Chris Dogan
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3 мая 2023 г. 7:20:32
00:31:56
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