This building is another great choice for a model! If you keep going like this you'll soon have an entire early 20th century downtown in RW!
If I may add a bit of constructive criticism, this model looks like it will have a massive polycount (many thousand). That is, if I interpret the screenshot correctly and you used the SketchUp draw tool (lines & rectangles on faces) to add details to the facade. Generally, every object should use as few polygons and textures as possible -- especially since RW uses quite a lot of high detail rolling stock, so the graphics engine has quite a lot to deal with anyway.
What you could do to avoid having to add new lines (faces) for all the windows and also to avoid breaking up the facade into individual 'segments' is to paint all that on the texture. This way it would suffice if a single rectangle is used for the entire facade, with a brick texture with a few painted on windows that tiles across the facade tile so that you'd get multiple floors and rooms. You would end up with less than 100 polygons on that building, with the same amount of detailing.
PS: Here's a small-scale example of what I mean by "windows on texture" vs. "windows as 3D parts":
Left: windows only painted on texture, 2 triangles. Middle: windows as faces, created with SU draw tools, 22 triangles. Right: the same, but with windows extruded inwards (push/pull tool in SU), 46 triangles.
Now imagine that on an object that has hundreds of these wall segments and you can get a picture of the polycount you'd be looking at.
dejoh wrote:Looks fantastic. Remember, each building had roof access for repair and maintenace.
Also, each building had incinerators with chimmneys and boiler pipes.
The side of the structures are begging for wall painted signage, if viewed from a street corner.
Great work, you've come a long way.
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