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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thgergo
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Post by thgergo »

Nice work MeusH i like it :D
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Post by MeusH »

Purno wrote:Looks very nice, but perhaps the gardens of the houses could use some randomness?
It would be most excellent+terrific+positive to write a script that adds additional sprites to specified sprite. Example:

Code: Select all

for (i=1;i>10;i++) { //repeat ten times

X=Random(30)+20; //random number from 20 to 50
Y=Random(20)+30; //random number from 30 to 50

DrawSprite(TileX+X, TileY+Y, ImageName)
}
I know this is buggy since I'm used to Delphi and this is just a general concept - this way ten bushes could have been rendered in a garden.


Other method would be to render many house sprites each with different garden\roof design\colour, but IMO this would kill the kilobytes.
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Post by DaleStan »

It seems to me that has entirely to much risk of putting bush_1 and bush_2 only a pixel or two apart, or worse yet, putting the bush on top of the driveway, sidewalk, or building.

I propose this (which the new graphics format will apparently support, when all is said and done) instead. Does it not serve well enough?

(OK, so that's not random in and of itself; they're called Random action 2s for a reason, and not because patchman was feeling random that day.)
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Post by hatebreed »

Very nice mixed houses, MeusH!!
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Post by joed »

Nice work MeusH. Just some ideas and comments:

Roofs need eaves or possibly gutters, downpipes even. The sides (ends) of the roof shouldn't be the same material as the top. This could be weatherboard or something.
For the oilwell, maybe the roof could be corrugated?
The green toxic waste barrels seem out of place for the oilwell. Maybe the need to be less saturated? Maybe the roof overhangs at the front a little to create an awning?
The windows generally seem stuck on. Can you try recessing the window and only protrude the window sill (not the entire frame)?
The windows also seem a little too square, maybe you could try more rectangle (higher than wide) and window panes as well (2 panes wide by 3 high perhaps).
The oil rig could do with some dirt around it make it a bit more "messy" perhaps.
A balcony on the roof of the garage seems a little odd to me. though I'm not sure what do do here. Maybe it's an angled roof?
On one side of the house maybe try chimney? Could make it less "box" like.
i also agree with the garden. Seems some randomness not just "noise". The hedge I think could go a darker green as well (ie more contrast). Why a hedge all the way around and not a fence? Maybe nice white picket fence at the front?
How about adding something like a clothes line out the back or a small garden shed?

OK, hope that helps a bit. Keep up the good work :)
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Post by MeusH »

joed wrote:Nice work MeusH. Just some ideas and comments:
Thank you.
joed wrote: Roofs need eaves or possibly gutters, downpipes even. The sides (ends) of the roof shouldn't be the same material as the top. This could be weatherboard or something.
I'll consider that
joed wrote: For the oilwell, maybe the roof could be corrugated?
Maybye, but material I'm using is not any kind of metal.
Anyway, I'll make all stuff more dirty.
joed wrote: The green toxic waste barrels seem out of place for the oilwell. Maybe the need to be less saturated? Maybe the roof overhangs at the front a little to create an awning?
These are chemicals barrels, I've seen them green on some photo. Anyway green is more petrolish - one can also imagine there is some oil in these barrels
joed wrote: The windows generally seem stuck on. Can you try recessing the window and only protrude the window sill (not the entire frame)?
The windows also seem a little too square, maybe you could try more rectangle (higher than wide) and window panes as well (2 panes wide by 3 high perhaps).
Yes, the windows and the doors are disaster and I'm currently working on how to make them look nice
joed wrote: The oil rig could do with some dirt around it make it a bit more "messy" perhaps.
OIL RIG?
joed wrote: A balcony on the roof of the garage seems a little odd to me. though I'm not sure what do do here. Maybe it's an angled roof?
It's basketball basket, or at least it should look like the basket :roll: Thank you for pointing it.
joed wrote: On one side of the house maybe try chimney? Could make it less "box" like.
There is already a chimney on the roof. Please expand the suggestion maybye I don't understand it
joed wrote: i also agree with the garden. Seems some randomness not just "noise". The hedge I think could go a darker green as well (ie more contrast). Why a hedge all the way around and not a fence? Maybe nice white picket fence at the front?
Yep, the fence would be nice but I'd like to make it a texture (I'm not into adding >1000 faces...)
joed wrote: How about adding something like a clothes line out the back or a small garden shed?
That's a good idea since I'm lacking ideas on what to put to the garden
joed wrote:OK, hope that helps a bit. Keep up the good work :)
Thank you very much again, you, hatebreed, thgergo and Purno for your support
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Post by joed »

These are chemicals barrels, I've seen them green on some photo. Anyway green is more petrolish - one can also imagine there is some oil in these barrels
I just thought the green didn't fit. But if it's the case then that's ok. MAybe they need to sit on pallets?
OIL RIG?
Um yeah. I meant the actually drilling unit sorry. As that's where the oil is extracted, you'd think there'd be more "mess" around it. And the unit would be dirty for lots of use.
There is already a chimney on the roof. Please expand the suggestion maybye I don't understand it
Yeah, I know there is already chimneys on the houses, but they seem very subtle. So I thought another option might be a half external chimeny, ie that is on one side of the house and protrudes. Might add a bit more interest.

Just another idea, how about maybe the oilwell building needs a security fence around it. So it's off limits to the general public.

If there's any more comments you need, I'm happy to oblige :P
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Post by MeusH »

Yep, fences will be made, also I'd like developers to make the oil wells scattered around the main building (nowdays there are 5 oil wells in well-known-rows)

The green barrels will be desaturated and put on low-poly palettes. Thank you for the ideas.
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Post by Gorre »

MeusH wrote:Hey guys, any progress? Do not let this thread die.
I'm afraid it actually seems like only a few people are interested in any progress as developers appear to not be able to make a such consensus on how the graphics will look like. (what a lovely sentence!) (correct me if i'm wrong)
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Post by Gorre »

Hello,
I'm currently trying to make out how to create real-looking wagon, I used real technical specifications so the model is correct, but it needs more work on texturing, it is looking little bit odd.
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Post by belugas »

Interesting...
Indeed, there is something odd about it.
Can you remove the color and make it metal grey, it would give a better idea, i guess.

Getting away from houses, Gorr3? :(
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Post by jvassie »

Looks wicked! Is i based on a hopper from the DB?

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Post by shampie »

Which way is you light coming from on your train-wagon?
perhaps some rust and some writing on it?
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Post by Gorre »

jamesvassie wrote:Looks wicked! Is i based on a hopper from the DB?
No, it's based on Czech hopper, type Falls, you can find photos and a plan at the bottom of this Czech page. and if you click on the "Zpět na katalog", which means "Back to catalogue", there are 6 pages of our wagons.
shampie wrote:Which way is you light coming from on your train-wagon?
perhaps some rust and some writing on it?
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I'm using standard Alltaken's light setup, not the vehicle one, but the one for the buildings.
I will to make it looking old when it's done. :]
belugas wrote:Interesting...
Indeed, there is something odd about it.
Can you remove the color and make it metal grey, it would give a better idea, i guess.

Getting away from houses, Gorr3? :(
I will make more colour variations, you know it's not a being problem
And don't be afraid, I'm making more then just one thing at once. :]
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Post by Alltaken »

G0RR3 wrote: not the vehicle one, but the one for the buildings.
Why? :P

the other one is the same anyway, except that it automates 40+ sprites for vehicles, rather than 4 for buildings.

Alltaken
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Post by Purno »

G0RR3 wrote:Hello,
I'm currently trying to make out how to create real-looking wagon, I used real technical specifications so the model is correct, but it needs more work on texturing, it is looking little bit odd.
Looks awesome :!:
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Post by belugas »

G0RR3 wrote: I will make more colour variations, you know it's not a being problem
And don't be afraid, I'm making more then just one thing at once. :]
Good! I am relieved :D
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Post by MeusH »

This van looks really nice in shapes, altought I'd suggest more work on texturing. Also the colour should be deeper and darker IMO.
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Post by Gorre »

Alltaken wrote: Why? :P
Because I don't understand how does it work .. there are 40 different frames, I expect I should make the "empty" parent with my objects, but right now, Building setup servers good for my preview purposes. :]
MeusH wrote:This van looks really nice in shapes, altought I'd suggest more work on texturing. Also the colour should be deeper and darker IMO.
Texturing work is, off course, planned, when the model is done. I'm not very good at texturing, but I like experiments...:]
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Post by Alltaken »

open the vehicle file.

build your train facing the way you have it now (in the render). then select all the objects in the train and then select the empty. now press Ctrl+P and make parent.

the train will now follow the empty which has an IPO set up for 40 frames. pressing left/right, up/down. will now rotate your vehicle in relation to the camera.

Alltaken
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