Cities: Skylines

Cities: Skylines

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Dover White Modular Rocks 1K
   
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Assets: Building
File Size
Posted
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70.794 MB
17 Jan, 2020 @ 1:37pm
19 Jan, 2020 @ 2:54pm
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Dover White Modular Rocks 1K

In 1 collection by Greyflame
Water Friendly Rocks
68 items
Description


Introduction

This is a pack of 26 unique rock models. These are huge assets suitable for covering mountains and creating cliff faces.

These were originally modeled by IceKazim. I licensed them through CGTrader, reduced the tri count on most of them, created even smaller LODs, and recolored the textures to match existing rock assets. I put a ton of work into optimizing and configuring these for modern Skylines standards.

Having done several maps for this game, rocks have always been my biggest creative bottleneck. This project is an attempt to address my landscaping needs once and for all. Hopefully, they'll address yours as well :)

Dover White

This set is intended to complement the bright white rockfaces of MrMiyagi's White Cliffs of Dover map theme. These are pretty bright, so I recommend a modest LUT. But don't wash them out too much, the brightness is what makes them fun!

Features

- Most of these rocks don't conform to terrain, so they can be raised and lowered with Move It to reside within or above the terrain as you wish. This allows you to ignore slopes entirely and build completely vertical or overhanging cliff faces.

- Most of these rocks have rendered bottoms, meaning you can hang them in the air. This increases their tri count, but provides a lot of flexibility. You can even build rendered caves!

- Every one of these is water friendly. No water glitching.

- I've balanced the LODs to look good from a distance without being unreasonably heavy.

Use

- You'll need some sort of anarchy to place these on dry land. I recommend using Fine Road Anarchy 2 with anarchy active (CTRL A), which allows you to place these anywhere you want.

- I *think* you can find these in your road menu, because they're configured as road pillars for ... reasons. I'm bad at Mod Tools, okay? Just use Find It to pull them up.

- These require a bit more patience to use than traditional, terrain snapping rock assets, since by default they float in the air. Use Move It to nudge them into place.

- If you want to push the illusion even further, load them into the asset editor and place your choice of trees and bushes on top of them. Overhanging trees! In theory, this might work with the tree snapping mod as well, but I've never gotten that mod to work for me so I can't confirm.

Technical

- Main model tri counts: 360 - 7860

- LOD tri counts: 180 - 1178

- LOD texture size: 256 px

1K Textures

This version uses 1K textures for most of the models (and 2K textures for the 4 terrain conforming models). These will look a bit blurry close up, but should look fine as background pieces. If you have the RAM to spare and you're looking for something a bit sharper, there's a 2K version in the collection above.
6 Comments
Greyflame  [author] 18 Jan, 2020 @ 1:53pm 
@Avanya Awesome, thank you! I can tell at a glance that you ended up with much more natural colors for your cliffs, so they'll make a great benchmark for me to work from.

And that's good to hear, haha. I was worried I would start adding files and they'd all double up like asset nesting dolls.
Avanya 18 Jan, 2020 @ 1:36pm 
@Greyflame: Interesting! I might try the color map for stuff that doesn't get proper dark. Thanks for the tip! :D

Here's a link to the files: https://drive.google.com/open?id=1anM1IFw3T_ZEFHl8HQ0CPJcDdARaJ4Aj

Updating a pack is actually not so bad! You just select the first in the pack and add all the files in the folder like you did when you uploaded the first time. So it's just the process of reimporting everything that is super annoying. :P
Greyflame  [author] 18 Jan, 2020 @ 1:16pm 
@Avanya: I started working on a dark set, and was having a similarly difficult time; it seems like the asset editor really butchers anything close to true black when compressing the textures. I got better results by using more neutral texture files, then adding a bit of extra darkness with the asset editor's color variations. The game seems to render those colors easier for some reason.

I was thinking of going back to these white ones and using the _c file to map the shadows rather than _d. Either way, having a look at your files would definitely help! My eyeballing can be pretty hit or miss, haha.

I'm just dreading the process of updating these on the workshop ._. Do you know if there's any way to update an asset pack all at once? Swapping out file by file sounds like a bad time xD
Avanya 18 Jan, 2020 @ 3:18am 
I found the white ones really hard to get right too. I ended up doing a blue layer overlayed and masked so it was mostly applied to the dark areas, which make them look more real. In real life shadows are more blue than black. I think I also lowered contrast a bunch. I can't remember all I did, but I have the files if you're curious. :)
Greyflame  [author] 17 Jan, 2020 @ 9:39pm 
@targa: This has definitely been the most difficult set of the bunch, including when I tried to apply the treatment to the vanilla rocks. I might take a second pass altogether at the Dover colors and see if I can get them looking more soft and natural.
targa 17 Jan, 2020 @ 9:34pm 
Too bright in my opinion.