Cities: Skylines

Cities: Skylines

Large High School
15 Comments
xTxBagZx Apr 21, 2023 @ 9:04pm 
I like it because of it's capacity, but every copy of it in my city will not empty trash despite all buildings around it being fine.
7-0451A Dec 24, 2019 @ 1:25am 
Nice, but this the biggest buildings with 38 mb i have ever seen in this worksshop. For me it's way too much.
m.ainsworth Aug 19, 2019 @ 1:22pm 
Looks nice but generates 11 missing assets when trying to load.
Dorsen Apr 27, 2019 @ 11:48am 
Missing asset "Rustic_Table". Is that from a DLC or another mod?
Meteor Daddy Aug 28, 2016 @ 7:08pm 
You can send it here: prcibayan@gmail.com :steamhappy:
Actually my process is almost the same with you, except that I use Blender for 3d modelling and Normalmaponline for normal mapping. :)
Will+Z  [author] Aug 28, 2016 @ 3:49pm 
@Vexcarius I saw your asset and it looks very cool! Suprised you can make it within 10m! The method I used to make this one is quite dumb as I actually know little of using 3ds Max in making models. I used Sketchup make the model first, colour the faces with different colours (for me to identify which texture to put on which face), the imported the model to 3ds Max, unwrap the UV, render the diffuse map, and used PS to edit the diffuse map. The texture is almost made by my hands. the normal map is baked by using Nvidia normal map filter. Would you mind to leave your email address then I can send through the files? Then you may check and better understand what I said if you don't mind. Afterall, thanks heaps for your comment!
Meteor Daddy Aug 26, 2016 @ 11:45pm 
don't be afraid to use 1024 x 1024 textures. Before UV mapping. Decide which part of your building grabs attention / which needed texture space. Minute details like fences, pillars, and small walls can occupy less texture space. I made this 16x8 asset only using 1024x2048 texture.
http://steamcommunity.com/sharedfiles/filedetails/?id=752664460
Meteor Daddy Aug 26, 2016 @ 11:38pm 
Great building! I guess you just need to downsize your texture to 1024x1024 or 2048x1024 so that the file size will play around 3mb - 6mb for this size of building. Don't worry, my first asset in the workshop weighs 20 mb. I re-edited the textures and I was able to turn it down to 6 mb. You can also merge some triangles to lessen the tricount.
SonOfNitrous Aug 25, 2016 @ 2:27pm 
@No Dread absolutely right bringing that point!
No Dread Aug 25, 2016 @ 1:36pm 
The trick most use to get the file size down is called UV mapping. There are also tutorials around for it. Basically, you can use the same texture in repeating or different places. Image format likely won't change anything, as rendering engines typically use their own format. But who knows.
Will+Z  [author] Aug 24, 2016 @ 3:30am 
Thanks guys for the comments! Hmm....It actually has a much bigger file size than I expected. The FBX plus all the texture images is only around 7m. Don't really know why it becomes so big after being composited. I'm not actually a good modeler. I used sketcup to make the model and then 3DS max to convert it to FBX. The textures were made by using PS. Will try to convert the texture into a different format (currently png) and see whether it helps. But this can only be done no earlier than this weekend as I've got a really tight schedule. I did try to make the image size smaller before - like 2048 * 2048 - and it looked pretty rough. Sorry that I'm quite obsessed to perfection. See what I can get. Or if someone experienced in 3d modeling, it would be much appreciated if you can give me some advices. Cheers!
HatsuneKid Aug 23, 2016 @ 8:16pm 
Nice school!!!
SonOfNitrous Aug 23, 2016 @ 7:04am 
and I suggest using .dds format for textures
Elias Aug 23, 2016 @ 6:35am 
nice, but 38mb is way too much. if every subscribed asset was that big, it would take an hour to load the game.1024x1024 & 128x128 should be possible for such an asset.