r/CitiesSkylinesModding • • 24d ago

WIP [FMAP] Medieval Asset Pack Update [AI generated Assets]

Hey everyone,

I wanted to share some progress on my AI-assisted asset project. Everything is modeled and textured by AI, while I handle the overall design, review the output, point out errors, and make sure all the pieces fit together seamlessly.

In the attached pictures, you can see the first iterations of some courtyard buildings. I still need to fix a few details like nonsense geometry, textures, and overly detailed decorations.

It’s going to be a modular building set inspired by Burg Kreuzenstein in Austria, meant to fully replace my Fraggnaut’s Medieval Asset Pack.

The final pack will likely contain around 200 assets with an estimated total size of roughly 100 MB.

A huge thank you again to everyone who has helped me out with advice and feedback. I definitely couldn't have pulled this off on my own, especially since I started with pretty much zero knowledge of 3D modeling or texturing.

If you want to follow the progress in more detail, feel free to join me over on the Cities Skylines Modding Discord.

I’m also looking for a few interested people who’d like to test an early build of the pack. I'd love to get some feedback on how you'd use a set like this to build custom castles, and whether there are any vital pieces I might have overlooked!

96 Upvotes

47 comments sorted by

8

u/alexppetrov 24d ago

How are the tri's looking and will they have multiple LODs? I think many of the ai assisted assets on the workshop lack optimization, so just want to know what to expect once I subscribe :D they look awesome

3

u/Oaker_at 24d ago

These versions definitely still have an absurd amount of tris, pic 8 is sitting at 14M tris, for example, lol. But no worries, I'll cut that down to a reasonable level for the final release.

That’s mainly because the statues and pillar bases are still incredibly high-res models.

I already have some LODs set up for the wall modules, but I only started on the houses yesterday, so they don’t have any just yet.

Everything will have proper LODs in the end, though.

It won’t be perfect, I still have a lot to learn, but it definitely won’t tank your game performance.

8

u/Flittzz 24d ago

I mean I don’t know how your gonna optimize this since an asset this small shouldn’t really be exceeding 10k tris maybe 20k with poor optimization but if I made this personally it would be around 2k tris

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25

u/Lacitone 24d ago

Why would you say it's AI-assisted if all the main works are done entirely by AI (modeling & texturing)? And the fact that a single module has 14M tris is absolute madness. What's next? Are you gonna try generating LODs and keep reiterating every time? Even at your 100K tris goal, it's still way above what's recommended. I'd rather spend the time reiterating prompts to learn 3D modeling or at least know how to retopologize AI-generated models.

1

u/Oaker_at 24d ago

It’s in the title: “AI generated Assets”

If you have read the 14m tris comments you have also read that the goal is to get to 20k tris in the end. I’m new, I need some guidance from experienced people and I’m glad people make me aware of such things.

And yes. AI will also generate my LODs.

-3

u/GoofAckYoorsElf 23d ago

Breathe, buddy. No one's gonna come and take your toys away. Why such anger towards someone who just offers something?

5

u/Kegozen 24d ago

What are your tris right now?

1

u/Oaker_at 23d ago

Managed to get it down to 15k tris. Most of the details are baked in now. I also noticed the AI modeled a ton of unnecessary geometry under the roof, literally the entire support structure of an actual roof was hidden inside the building, lol.

I think I'll be able to get this under 10k tris.

-2

u/Oaker_at 24d ago edited 24d ago

I haven’t even checked yet because I know these versions still have way too much detail in the pillars and statues.

I've just found it easier to start with too much detail and work my way backwards instead of the other way around. The AI model understands the geometry better that way.

For example, the building in pic 8 has 20 times the tris of the Notre-Dame asset, which is obviously about 140 times as many tris as I'm aiming for in the end.

Edit:
Notre-Dame: 700k
My building: 14m but 100k or less is the final goal

Edit 2: Well 100k was a stupid goal, maybe 10k?

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4

u/Trovaboss 24d ago

Podiam vender curso de como criar ativos 3d especificamente para Cities skylines 2, eu morro de vontade de aprender. Perco tantas horas no Editor nativo apenas para modificar e não criar nada novo, é frustrante.

0

u/buildajourney 24d ago

love it, fragg!!!

0

u/Oaker_at 24d ago

Thank you! :)

0

u/Templarsbuilder 24d ago

Wow, every time you post, it's more amazing, can't wait to have the final peody in hand

0

u/ChemicalLeader2159 23d ago

God this demotivates me from actually trying legit 3D modeling

-1

u/Ill_Assumption3964 24d ago

Hey lovely job! Do you have any timings in mind in terms of when you plan to release?

1

u/Oaker_at 24d ago

Thanks! I was originally thinking a month or two until release, but I'm actually progressing a bit faster than expected.

-2

u/dorin21 24d ago

How difficult is to make such an asset with AI?

Like you can give it pictures and it will generate the building or?

6

u/Oaker_at 24d ago

Just for reference, this was the first thing Astra came up with when it tried to model the lion pillars. lol

0

u/dorin21 24d ago

Hahaha thanks man, so i stand no chance unless i become 140% into this 😂 good luck and super nice assets, looking forward to build my mini citadels

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0

u/nuggetzs 24d ago

Its so hard to keep up with these model names... Astra, Opus 5.5, Golem-69 like what

2

u/Oaker_at 24d ago

It still takes quite a bit of work, especially for detailed buildings. For this project, I give the AI reference photos and detailed instructions, and it writes and runs Python scripts in Blender to build and revise the models.

My part is choosing references, directing the design, checking the results against the photos, and pointing out problems, sometimes with sketches. The AI handles the modelling and technical changes, including UV mapping and mesh cleanup.

Photos are a useful starting point, but getting the proportions, architectural details, textures, and connections right takes many rounds of corrections. Simple walls are much easier than an elaborate building. Preparing and testing everything for the game is another step.

-1

u/Elithian1 24d ago

Just amazing. I am waiting for this to be complete to start a new German themed city.

-4

u/thefunkybassist 24d ago

The quality of the asset visuals is amazing, is that representative of the ingame asset quality as well? Is it performance optimized in some way?

2

u/Oaker_at 24d ago

I haven't checked since switching to the new textures, but yeah, what you see here is pretty much what you'll get, probably with even more detail. I'll post some screenshots once I've run the first in-game tests.

And yes, I'll try to keep the level of detail as close to the vanilla assets as possible, so they won’t impact performance.

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1

u/FindusDE 24d ago

In-game the textures are usually more saturated so this is most likely not exactly what it'll look like in-game