Cities: Skylines

Cities: Skylines

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Steampunk Cims
   
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Assets: Citizen
File Size
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60.590 MB
Sep 11 @ 5:14pm
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Steampunk Cims

In 1 collection by m4gic
Steampunk
885 items
Description
A set of Steampunk Cims, each in pale, tan, brown and dark complexion.

Steampunk travelers (tourists) and an extra set of bluecollar cims are here: https://steamcommunity.com/sharedfiles/filedetails/?id=3567019500

These Cims are based on EA's Sims4 (Free to Play) and are derivatives of another company's software, and their TOS only allows for non commercial usage. Neither the sharing or upload on any other Platform nor selling or creating re-skins of them is allowed.

Each Cim was heavily modified in Blender to reduce tri count, bind to a CS Cim skeleton and assign appropriate bone-groups, and to alter the Diffuse texture as necessary for CS use.

Sims 4 is a registered brand of Electronic Arts. I'm not in any relation with EA, nor are these Cims affiliated with EA.
3 Comments
m4gic  [author] Sep 23 @ 2:04pm 
I've been experimenting and I think I figured out how to fix that shoulder-blade and head and neck problem when they idle. It seems by "spine" Paradox actually means "back". I will try to update all of these cims and upload the fixed versions soon. :-/
m4gic  [author] Sep 21 @ 6:59pm 
I know! I wish there was a way to remove the idle animations, or to better know what parts of the mesh need to be assigned to what bone groups in order to not have such distortions. To make custom cims you have to have a model in a program like Blender, then import the CS cim skeleton from the game's files, then parent the skeleton to the mesh, then manually assign bone groups such as "left upper leg" and "chest" and "spine". It's tedious, and I wish there was a more automated process or that I knew of a different way to make these, but I do not. I also hate the mesh issues (like splitting at seams) and distortions when they perform their idle interactions, and the only solution I have at this time is to ignore that and use them anyway.
nanadoskitty Sep 19 @ 6:32pm 
i like how these cims look but the animation causes a lot of mesh distortion that's quite immersion breaking, which i notice a lot because i like to go into first person camera on random cims as they're walking around to get a closer look at the city. for example, when they do the crouching/tying shoelaces animation, their heads and necks phase forward in a very janky way that's difficult to ignore. it's a shame because this seems to be the only steampunk content on the entire workshop. other than that, stylistically these cims are great!