Cities: Skylines

Cities: Skylines

41 ratings
University Building (NUS Block S15)
File Size
5.494 MB
May 13 @ 9:09am
May 15 @ 9:26am
2 Change Notes ( view )

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University Building (NUS Block S15)

In 2 collections by EndlessFtw
Endlessftw's Singapore Skyline Project
16 items
All Singaporean Assets
125 items
A university building for laboratories and offices. Based on the real life National University of Singapore Block S15 in the Faculty of Science.

If you liked my work, please remember to leave a rating!

NOTE: This is meant for Vanilla and not for the Campus DLC!

No Campus DLC version is planned for the soon-to-be-released DLC. Mostly because I cannot afford it.

Other information:
Tris: 4193 (2570 + 1623)
Textures: 1024x1024 (main and sub)
LOD: custom-made for main mesh

Student capacity: 100 (it's not a whole faculty, it's just a single block in the faculty)
Size: 4x2

University Assets by Endlessftw:
University Lecture Theatres (LT27)
University Building (S15)
University Lecture Theatres (LT25)
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Cillit Gank Jun 11 @ 8:44pm 
Can I buy you the Campus DLC? Consider it a gift for the wonderful assets I've been using.
Armesto May 20 @ 3:24pm 
@EndlessFtw If you use Discord, I recommend you to join the C:S Creator server. Most of the current creators of the game are there and we will help you if you want to learn to become part of this community.
EndlessFtw  [author] May 15 @ 9:49am 
Anyway, to whoever is concerned about the file size, I have made some optimisation to the texture. It is now 5mb (4mb reduction).
Ali Cafe Hao YEAH! May 15 @ 2:24am 
I mainly using Maya, so the function name or button may defer, but the concept is generally the same.

Yeah, auto generated unwrap will never really work most of the time.

I do the manual way, Planar mapping (for maya). What it does is it map the model from a "plane". So you got a cube. You planar map it from the front. You will get a nice front and back planes UV (stacked) but no sides. That result is expected, because, planar mapping from the front, the sides are stacked. So i do it again for the sides. So i got the sides as well. Then repeat.

Definitely time consuming. But by going manual, you have more control.

Roughly plan out how you are going to approach your UV based on what you need.

You have alot of island of the same concrete texture? Why not stack them up on a universal concrete texture island in your texture file. Bam! Alot of UV space saved, and you can scale your UV island up now to capture more resolution because of the UV space you just saved. 👍
EndlessFtw  [author] May 15 @ 12:24am 
@ Ali Cafe Hao YEAH! Thanks! I was wondering how you do the UV mapping on the software you're using.

I'm using Blender to map some model exported from Sketchup. But, UV maps generated by unwrap or smart unwrap function never make sense (random pieces of shapes with a few easy to interpret islands). I tried whatever projection thing I can find, only to get distorted islands.

I tried marking seams and hoped that would have generated nice islands like in some Youtube videos, but it never did. 1:2 (eg 1024x2048) maps never worked for me either, as some pieces will be stretched in the wrong directions due to random rotations of the islands. The moment I use the "pack island" function, everything just scale differently.

Clearly, I must have got something wrong...

Now, I'm just trying to figure out if I can anchor a few stacked piece nicely to a corner of the map and let "pack island" function place the other random pieces around the map to get a half-baked/stacked map.
Ali Cafe Hao YEAH! May 14 @ 4:27pm 
My work flow is finish the main model first, then dive into UV.
That why i can pick and know what textures are stack-able and where they should go in the UV.

Not the most optimum, but i find that works for me.
EndlessFtw  [author] May 14 @ 8:31am 
I sorry if I mistook you as being aggressive! I have tried posting on reddit (r/citiesskylines or the modding subreddit) to ask for help and to find out more on how other people do it so beautifully, but I received hardly any replies at all.

Since you're here, can I just ask how do you go about doing the texturing (your workflow)? Since you said it doesn't actually take that long, I might want to learn a few new tricks from you! :D

Any reference materials (youtube videos, etc.) would be appreciated!

I do want to recreate relatively well optimised and good looking structures, I really do. But it's hard to find materials that I can understand and integrate into my workflow.
Armesto May 14 @ 8:24am 
Considering what you said, you might be doing something wrong, because I can assure you this building can take like an hour to fully texture by hand at maximum. Think we all do this as a hobby too, this is not a job (I wish!), so that doesn't tell us anything anyway, we know we're here doing this because we want to.

BTW, it's good to write down stats and assuming texture is too big, but think that even if you didn't we can guess by the 9MB.

I tell you again to reconsider how you make assets, looks like a good job screwed by not texturing properly. Fixing that would improve amazingly all assets.

If you want a bit of motivation, check how my oldest assets looked and how big textures were compared to what I'm currently doing, you will see why it's worth.

And hey, I say this in a friendly way, in case I sound aggresive, it's not at all :D
EndlessFtw  [author] May 14 @ 7:04am 
And yes, I appreciate your concern and do want to improve on that if I could feasibly do that.

In any case, I'm at least upfront and transparent enough to state that on the description that I used larger textures. I could have simply hide those information if I want to fool people to downloading the stuff.
EndlessFtw  [author] May 14 @ 6:48am 
Its not actually white faces by the way. Was supposed to be rough white coloured concrete. It's too low res in the end to show up cleanly.

I cannot tolerate doing manual jigsaw puzzling for two thousand pieces and having to figure which goes where and what can be stacked on top of another, and...

... only to have something wrongly overlapped and having to click repeatedly on Blender to hunt down that single triangle piece that could be anything. Sitting for 1 week to do a frustrating jigsaw puzzle is nowhere near as enjoyable.

I do this as a hobby, for recreation. Not to get so frustrated that I wanted to throw my laptop at the wall due to some mistake during the mapping...

I did get so frustrated that I gave up for a few months. And that was for a bunch of relatively simple <2k tris models.

That's why I said I am still working on that compromise method/workflow. I haven't got that eureka moment/breakthrough yet.