It can be a vehicle or some building, and this is the right time to try your hand at making your own assets. Assets, in a way, fulfill the wishes of players who want to have something in their game that has not been added so far. Assets can be a visually great addition that will be different from the default buildings, citizens, or trees, for example. This is a concise introduction to how to create custom assets for your Cities: Skylines game. Of course, there are still many settings for editing assets, but this is the most basic and most important.Īlso Read: How to Change Direction of One Way Roads in Cities: Skylines? Final Thoughts It is important to pay attention to these settings as they affect game performance. For vehicles and props, use about 50 triangles. Also, the limit for growable assets is 100 triangles for monuments and some more significant buildings, it can be higher than 200. The usual size structure for the LOD models is 128 x 128. This can be easily solved by providing your own low poly version of the model and naming it yourModelName_lod.fbx This happens because the Cities: Skylines game automatically generates a low poly version (LOD) of the model and texture to save resources. In addition, some custom models can get very distorted when viewed from a distance. Otherwise, in-game cameras will make it difficult to monitor this building and align it with the rest of the street. For example, if a building has many floors, the floor height should be scaled down. Furthermore, be careful when building tall buildings. Also, a good floor height should be 2.5 to 3 meters. Your model must be one single object and must use one material. The System Units of this software should be 1 unit = 1 meter. When it comes to modeling, the modeling software used is important. This way, the asset will become playable in the game, and you will be able to find it in the same category where the template is at the beginning of creating the asset.Īlso Read: How to Get Raw Materials in Cities: Skylines? Assets Specifications You can save a custom-made asset from the menu located at the top right or click the Esc key. You can add sub-buildings by clicking on the Add Sub-Building option located in the bottom right corner. If you want, you can supplement buildings with sub-buildings that will be placed next to the main asset. And if you chose a winter theme, you can see what the asset would look like if it snowed. Also, with preview tools, you can view the asset in daylight or at night. That way, the asset can be a much more personalized look. Here you can insert trees or props on the asset to make it look much nicer. The next step refers to the decoration tool. Cool, right? Decorating Assets in Cities: Skylines For example, if you are interested in what your model would look like if it were affected by a fire. And if you select the “maximize” button, a large preview window will open for even better insight into the model’s appearance. The usual setting is that the scale model is set to 100.Īlso, with the mouse, you can view the selected model from different directions. You can rotate the model, scale it, or move its pivot to the bottom center in this step. The next step is to choose a custom model (.fbx file format) or an already built-in model from the template. When you select the template of an already existing set, you can select the option “Use existing decoration,” where the already existing decoration will appear. When you select the desired theme, a menu will open with different types of assets to choose from. Themes are mainly a visual addition and will not affect the behavior of the asset. Here you can choose an asset template, for example, tropical, winter, or European. You can select the New Asset option in the Asset Editor, where the thematic menu will open. For example, if you choose Vehicle as your asset type, you will be able to upload a 3D model of the vehicle you want to put into the game. The Asset Editor is a tool used to create new assets or decorate existing ones.īefore creating your own asset, you can choose one of the already existing asset types using its template. You can find the Asset Editor in the Main Menu, under the Tools tab.
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