New Graphics - Blender ".blend" thread (Works In Progress)

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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SunnyBoy
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Post by SunnyBoy »

An almost complete new sight of the building. I think it's pretty simple now, very sober.

What do you think?
PS: i've made a door on the right tube, but it seems not to be render. I'll add some more detail and i'll render it again.
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CryingCorvus
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Post by CryingCorvus »

Now it looks really better and more possible to exist. Im waiting for doors rendering:D
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Born Acorn
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Post by Born Acorn »

It looks a lot more like the original too! :wink:
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Sellu
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Post by Sellu »

Altough I enjoy reading this topic, I would like to see some concrete results with new 32 bit engine like coding etc. Has there been really any progress on that matter for past 6 months or are people just modelling and modelling on good will that new graphics engine will be out someday?
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Born Acorn
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Post by Born Acorn »

egladil is working on the engine.
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Post by eXZire »

Ben_Robbins_ wrote: eXZire: Aint got any more renders at moment, Its made up of 3 differnt water channels placed ontop of each other. Sadly i couldnt link the water ways as the wierd bends would mess up the lighting and be obvious by tone.

Anyhoomes, I worked on some other stuff...I'm trying to texture them in blender wich is hell i have decided...hopefully i will progress shortley.
Ah well, nice work nonetheless ;)
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Born Acorn
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Post by Born Acorn »

BerberJesus wrote:Here is my new 1x1 „Stumpy“. What du you mean?
(rendered by the new lightsetting)

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Aracirion
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Post by Aracirion »

Hi there, Ben made some roads, and because he left for a week yesterday, he asked me to put some kind of preview together.

The reason I used only my buildings is not that I don't like the others :oops: I just wanted to use only those rendered with the new lighting setup.

Not everything lines up perfectly yet, but I hope that will come

* if I open that image in firefox, it is way too bright ... its ok in Safari though .. hope it works for you ...
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Field-Mouse
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Post by Field-Mouse »

very nice! but i think there should be a shadow from the curb on the straight roadpieces too, not just in the crossing section. Also, the road doesnt look very good in the border between the cross section and the top left road. Over all, VERY GOOD according to me!! :D
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habell
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Post by habell »

Those grass tiles are great :shock:
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Sellu
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Post by Sellu »

Born Acorn wrote:egladil is working on the engine.
And? Has he made any progress lately? Last time I checked there was only 32 bit support for menus and that was months and months ago.
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Born Acorn
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Post by Born Acorn »

There's a branch, and you should ask him, not me.
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Aracirion
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Post by Aracirion »

1) thanx for the comments on the mockup ... it is only a preview, and things should be made to align better in time :roll:

2) concerning the engine, alltaken recently said that:
Alltaken wrote:A big thing being waited for is support for new graphics.

we have a set of 32bpp Icon graphcis that are ready to be implimented now.

Many buildings can be interchanged into the game now. and also road graphics can be implimented without anything special done.

the project "will" happen, as so much work has gone into it, its not just going to not happen. but it does seem to be doing what open source always does, which is go at its own pace.

if people want the graphcis in faster, then we need people to step up and take a postition between graphics artists, and coders. to try and solve problems, and create standards for the file format etc... to meet

Alltaken
(there)


3) I remade the red flats to fit the new sizes. I chose to make them somewhat bigger, because that way I could keep the old model. what do you think?
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Yoeri
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Post by Yoeri »

woohooo, back again! Two weeks without internet, the pain! I spent my
time making tt graphics. As I had no idea which ones have already been made, I just made some. (can someone give me the link to the list?)

First off, I didnt have the building lighting set-up (and I didnt like the car's one) so I made my own one.
These renders are not at the correct angle and size, and the lighting is not correct either. I will rerender them when I have time (im also busy making a 30 minute movie in blender).
Also, I made the factory and the steelmill in induvidual pieces, just like they are ingame.

enough chattin', here they are:

big HQ:
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factory:
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steelmill:
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oh, with the factory, I could decide wether the two yellowish things where either crates or hay, so I chose hay because thats easier. The particles turned out really well imo.

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Post by kurak_bu »

Yoeri you did a great models! im learning blender now, maybe i'll release my own soon :)
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Yoeri
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Post by Yoeri »

ISA wrote:This factory looks brilliant :)
yeah, im most pleased with that one aswell :wink:
Im gonna render 'm all in the correct lighting set up tomorrow.
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Post by charlieg »

It is be crates on-site of the factory. Why would a factory have hay bales? You transport grain, not hay, to a factory. Crates, on the other hand, are a hallmark of factories.

However, the hay will be useful for farm-related buildings and landscapes.
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Born Acorn
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Post by Born Acorn »

Yes, they are crates. I noticed them when I was redrawing the factory a while back.

Also, as a bit of constructive criticism, the $ sign on the top of the HQ should be removed. What if I am playing with another currency? Apart from this, it looks a bit, well, cheesy.

The that factory, the HQ itself, the Steel Mill and those Hay Bales are excellent work. I love the factory especially, it really pulls off the original.
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