Cities: Skylines

Cities: Skylines

1,277 ratings
ECO Office
   
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File Size
Posted
Updated
3.810 MB
7 Aug, 2018 @ 11:47am
23 Sep, 2018 @ 8:56am
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ECO Office

Description
Hi community,

in some cities you can find some nice buildings with fabric facades. I like that so much, it looks great. So I tried to make a fabric cladding using the rotor shader again. Another thing I wanted to realize was to have an asset with a bustling roof terrace. By the way, if you spot some cyclists driving there, please don't be confused. This is an ECO Office, cars are certainly not allowed :P

If you don't use Ploppable RICO, you will find this building in your Unique Building panel.

Have fun!

You like my assets and want to support my work? That's cool! Thank you.

PayPal[www.paypal.com]

About the asset
Type of building: RICO office level 2
Size: 10x4
Workers: 212

Main model info
Tris main building: 3248
Texture size: 1024x1024
Tris sub-building: 336
Texture size: 512x256
Texture types: diffuse, alpha, specular, illumination & normal map

LOD info
Tris: 100
Texture size: 256x256
Texture types: diffuse, specular & illumination map

Screenshots
Screenshots taken with Realistic LUT V1.2 and Daylight Classic on. But all assets I create are adjusted for the vanilla game colour settings.
43 Comments
Arkilum 22 Feb, 2023 @ 6:38am 
do you have version without the parking lot?
Brianne_Railway 12 Jul, 2022 @ 2:33am 
@senkforn regarding your previous comment, there's no need to make a second sun. What they need to do is have more ambient light, hence less shadows. I have a mod that fixes that.
MatteCosta 9 Jan, 2021 @ 12:01pm 
Fantastic job, your assets are awsome thank you alot!:steamthumbsup:
Pantu_Niestau 6 Jan, 2021 @ 12:20pm 
Clean and sharp - like all your assets. Good job.
SirRantsAlot 30 May, 2020 @ 4:13am 
Cant be found in the folder unique building.
Senfkorn  [author] 2 Mar, 2020 @ 11:59am 
@Owlchemist Hehe, please take this asset as an experimental asset. I just wnated to know if something like fabric cladding looks cool on cs assets. That's all.
When I saw the "bug" on my first glass-asset, I also thought about whats the point with that. Shady sides of buildings always look to dark. And I think it looks not good. It looks like glass objects has the same issue. What if there was a second sunlight that moves about 90 degrees behind the regular sunlight. I has the intensity of about 0.25% of the regular sunlight and does not cast shadows. It fades in slowly when the regular sun is goes up and fades out when the regular sun in goes down. The only use of this light is to light up the shady side of the scene... But yeah, I'm neither a game designer nor an unity expert. Maybe my thought is bullshit.
Another way could be to add a working ambient occlusion feature to the game I guess.
Owlchemist 2 Mar, 2020 @ 10:29am 
I did some research of my own after my previous post. I saw some other assets had the same problem as well and chatted about it a bit on CsL discord. Seems to just be a common problem with transparent textures.

Though I was kinda scratching my chin wondering *why* that window is transparent. It doesn't really seem to have an interior to look into, and it's only *barely* transparent.
Senfkorn  [author] 2 Mar, 2020 @ 10:22am 
@Owlchemist Thanks for the screenshot. Yeah I know the bug. It doesn't depend on the fog, but the fog makes this effect more visible. No worries ... it's just a blemish.
Owlchemist 26 Feb, 2020 @ 5:29pm 
Minor problem observed; The windows don't seem to react to fog quite the same way as normal buildings do. Screenshot: https://imgur.com/a/Q7ilacc
NEON⁧⁧ABYSS 17 Jan, 2020 @ 8:11am 
Why so many handicapped parking spots? Lol