Cities: Skylines

Cities: Skylines

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Semi-Anime Pink Collar Male
 
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Assets: Citizen
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0.498 MB
Aug 27, 2017 @ 5:25pm
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Semi-Anime Pink Collar Male

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In 1 collection by stockjr97
Stylized Anime Citizens Overhaul
15 items
Description
Trying a new style based on the vanilla model. Let me know what you think.

A pink collar worker. Appropriate for both commercial and industrial jobs.

Details: 922 tris (LOD: 118)
Uses young adult male animation and behaves like a blue collar male.

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14 Comments
stockjr97  [author] Jan 6 @ 4:48am 
@BluePlayz
Metropolismania 2 is actually the inspiration for this series. However, I am in the process of redesigning them.
BluePlayz Jan 5 @ 6:05pm 
Reminds me of Metropolismania. I like it. I will not subscribe yet, although.
Sparky66 Sep 4, 2017 @ 7:45am 
Right ok, I may have to tweak the model to fit the skeleton then. Thanks for the help, I'll mess around for a bit to see if I can get this working.
stockjr97  [author] Sep 4, 2017 @ 7:40am 
@Sparky66
That wouldn't work. The game would just lengthen the arm bones again. You could try scaling the arm joints from ModTools, but the animations would be very awkward.
Sparky66 Sep 4, 2017 @ 7:33am 
Ok, one more question, can you modify the template skeleton in any way or will it break the animations? For example if my character has shorter arms so I shorten the arm bones?
stockjr97  [author] Sep 4, 2017 @ 7:31am 
@Sparky66
On Maya, at least, deleting type history would delete any nodes that modifies your model. Usually if these nodes are exported with the model, it could mess up the model in the game. I'm not sure what would be the equivalent of that in Blender.
Sparky66 Sep 4, 2017 @ 6:38am 
I've tried googling it but I can't find anything on deleting type history in blender. What exactly do you mean by this?
stockjr97  [author] Sep 4, 2017 @ 6:31am 
@Sparky66
Did you delete type history/delete any unnecessary nodes before skinning?
Sparky66 Sep 4, 2017 @ 6:21am 
I believe I have skinned and weighted my model correctly, the problem is it ends up as a deformed mess in game. Are there specific settings I should be using when exporting the .fbx? The problem is I don't know if the issue is with my model or how I'm exporting it.
stockjr97  [author] Sep 4, 2017 @ 5:16am 
@Sparky66
You can export default citizens using the scene explorer in ModTools.

As for skinning, I'm not too familiar with Blender. My advice is to make sure that the model is a single mesh, then skin it to an appropriate skeleton. I'll see if I can provide a ready to import model.