Cities: Skylines

Cities: Skylines

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Volkswagen Camper T1
   
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18. Sep. 2015 um 9:18
2. Apr. 2016 um 5:39
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Volkswagen Camper T1

In 1 Kollektion von Sparky66
Sparky's Cities In Motion Vehcles
55 Inhalte
Beschreibung
Residential car.

Converted from Cities in Motion, with a number of model and texture improvements to make it suitiable for Cities Skylines.

Fully working colour variations and lights.

Default suspension values halfed to reduce unrealistic leaning effect.

Updated for After Dark with working nighttime headlights and improved LOD.
17 Kommentare
Ganliard 24. Juni 2021 um 2:57 
Can you make a camper version?
🧱LegoCustomZone🧱 7. Mai 2018 um 14:28 
The future is almost here in the real world with "Electric VW Bus CamperVan"
https://steamcommunity.com/workshop/discussions/18446744073709551615/1694920442962995769/?appid=255710
MotownCountry 28. Jan. 2016 um 16:43 
you can also buy a lego set of this classic camper!
Sparky66  [Autor] 24. Sep. 2015 um 1:29 
I'll look into it. I'm still fairly new to 3D modelling, although I've done a lot of modding in the past this is the first game I have actually made 3D models for.

I'll get these lods updated once I have messed around in after dark for a bit.
Leo Mystic Magic 24. Sep. 2015 um 1:26 
Also I'm not saying you have to be perfect, Mine is slightly messed up, but you hardly notice it from far away. The main point is to make it look similar and at least have the same color tones. I actually could improve upon mine by edting it in photoshop and getting rid of some of the white lines.

http://i.imgur.com/w7QBBIe.png
Leo Mystic Magic 24. Sep. 2015 um 1:17 
I would really learn how to bake textures using blender, Look up some tutorials or something. Trust me, if you plan on making assets for this game in the foreseeable future It is a must to learn if you want to make high quality lods. It goes even beyond that though, you can do other things with it. For Example, you could take a sketchup model that is super high poly, make your own custom geometry and then bake the textures from that high poly onto your low poly as a main model even.
Sparky66  [Autor] 24. Sep. 2015 um 1:08 
Blender
Leo Mystic Magic 24. Sep. 2015 um 1:04 
I use the isometric camera mod to view lods up close. What 3d Program do you use?
Sparky66  [Autor] 24. Sep. 2015 um 0:16 
Didn't realise the normals were messed up as I had only seen the lod in game from normal viewing distance, what's the easiest way to view a lod up close in game?

I used custom textures as the automatically generated ones still looked bad, they didn't work very well with the two tone paint scheme. I did notice that the patch notes released yesterday for After Dark mentioned an improvement to the way lods are automatically generated, so I will see how it looks after I get the dlc.
Leo Mystic Magic 23. Sep. 2015 um 21:56 
Hey Sparky66, You are having an issue with normals for the LOD. Check it out.
http://i.imgur.com/FYkVVx2.png

They need to be reversed so they aren't inverted. Also What 3D Program are you using? It looks like you made a custom texture for the lod, You don't need to. You see the Lod still looks different compared to the main model. I would like you to try something.

After you fix the inverted normals on the geometry save the new "Model_lod.fbx" to the import folder but don't include any textures at all. What this will do is the game will automatically bake the textures onto your lod model based on the main model by projecting them as close as possible. This will save you the trouble of custom making lod textures.

You can do this in 3D programs as well if you know how to, which can be a bit better because you can then customize the lod textures if there are any flaws you see by touching them up in photoshop real quick.