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.

Moderator: Graphics Moderators

Jupix
Chief Executive
Chief Executive
Posts: 683
Joined: 19 Feb 2005 09:08
Location: Finland
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Jupix »

Double posting here, sorry about that - anyway, I was messing around with the 32bpp megapack in the tropical climate... I couldn't help noticing how badly the orange desert clashes with the bright, desaturated sand on the shack sprites in towns. I took the liberty of tweaking the colors in Wacki's and Ben's ground tiles and came up with what you see in the attachment.

It's pretty bright but I actually prefer this color to the orange. Easier on the eye, and nicely different from the TTD desert. :)
Attachments
desert2.png
desert2.png (42.42 KiB) Viewed 8659 times
#################
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: New Graphics - Blender ".blend" thread

Post by maquinista »

I like it. It is like the desert tiles of RollerCoaster Tycoon.

I have coded the road depots (and I have added a little shadow in the entry). Is needed a concrete ground tile. I think that It can be released with the bus and trucks stations. The license is GPL.
Attachments
Screenshot.
Screenshot.
depots.jpg (121.58 KiB) Viewed 8599 times
brupje_road_depots_preview.tar
TAR file with cc masks.
(270 KiB) Downloaded 1310 times
Last edited by maquinista on 22 Aug 2008 21:19, edited 1 time in total.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Sacro
Tycoon
Tycoon
Posts: 1145
Joined: 18 Jun 2005 21:08
Location: Here
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Sacro »

maquinista wrote:The license is GPL.
You really should read the GPL and bring your package into conformance, just a quick look shows no copy of the GPL nor any offer for sources,
I would like to look at how it was modelled and hopefully learn some tricks for getting good results!
We Am De Best

Host of ThroughTheTube site
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Sacro wrote:
maquinista wrote:The license is GPL.
You really should read the GPL and bring your package into conformance, just a quick look shows no copy of the GPL nor any offer for sources,
I would like to look at how it was modelled and hopefully learn some tricks for getting good results!
The source files are in the forum, but I only used the rendered sprites. I will search the blend files.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Varivar
Traffic Manager
Traffic Manager
Posts: 255
Joined: 07 Aug 2008 17:31
Location: The Netherlands
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Varivar »

Jupix wrote:Double posting here, sorry about that - anyway, I was messing around with the 32bpp megapack in the tropical climate... I couldn't help noticing how badly the orange desert clashes with the bright, desaturated sand on the shack sprites in towns. I took the liberty of tweaking the colors in Wacki's and Ben's ground tiles and came up with what you see in the attachment.

It's pretty bright but I actually prefer this color to the orange. Easier on the eye, and nicely different from the TTD desert. :)
Nice, but they are a bit to bright. they look even brighter than the sand of the town buildings. The white raster lines should be removed.
Jupix
Chief Executive
Chief Executive
Posts: 683
Joined: 19 Feb 2005 09:08
Location: Finland
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Jupix »

Yup, they'd obviously need to be done properly, from scratch, as the above was just a quick 15 minute recoloring of already existing tiles.
#################
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Sacro wrote:
maquinista wrote:The license is GPL.
You really should read the GPL and bring your package into conformance, just a quick look shows no copy of the GPL nor any offer for sources,
I would like to look at how it was modelled and hopefully learn some tricks for getting good results!
This is the source blend file:
http://www.tt-forums.net/viewtopic.php?p=523663#p523663
Also, I will release this awesome model:
http://www.tt-forums.net/viewtopic.php?p=531130#p531130
And this cottage:
http://www.tt-forums.net/viewtopic.php?p=549959#p549959
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Sacro
Tycoon
Tycoon
Posts: 1145
Joined: 18 Jun 2005 21:08
Location: Here
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Sacro »

maquinista wrote:
Sacro wrote:
maquinista wrote:The license is GPL.
You really should read the GPL and bring your package into conformance, just a quick look shows no copy of the GPL nor any offer for sources,
I would like to look at how it was modelled and hopefully learn some tricks for getting good results!
This is the source blend file:
http://www.tt-forums.net/viewtopic.php?p=523663#p523663
Also, I will release this awesome model:
http://www.tt-forums.net/viewtopic.php?p=531130#p531130
And this cottage:
http://www.tt-forums.net/viewtopic.php?p=549959#p549959
Thanks, but you still need to reupload the original file but this time contain a full copy of the GPL rather than just a link, otherwise you are still not in complience!
We Am De Best

Host of ThroughTheTube site
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re:

Post by maquinista »

BerberJesus wrote:Here my new fountain. I will animate it soon.
Original post:
http://www.tt-forums.net/viewtopic.php?p=527028#p527028
I think that this fountain is very good, if You render a fountain without the floor, I can code it, because the original font doesn't have floor.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Jupix
Chief Executive
Chief Executive
Posts: 683
Joined: 19 Feb 2005 09:08
Location: Finland
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Jupix »

Question; Is Ben Robbins ever going to draw the remaining railway sprites?
#################
Mchl
Director
Director
Posts: 611
Joined: 05 Jan 2007 15:50
Location: Poland
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Mchl »

Jupix wrote: It's pretty bright but I actually prefer this color to the orange. Easier on the eye, and nicely different from the TTD desert. :)
This IS nice! I can actually feel sand in my teeth! :shock:
Jupix
Chief Executive
Chief Executive
Posts: 683
Joined: 19 Feb 2005 09:08
Location: Finland
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Jupix »

I'd be interested to know whether I'm allowed to post the tar. Someone might be able to improve on it or more easily replace the sprites with better ones. :?
#################
User avatar
bazil14
Engineer
Engineer
Posts: 44
Joined: 22 Sep 2007 12:45

Re: New Graphics - Blender ".blend" thread

Post by bazil14 »

hey, just got blender working and felt like i might make something, so i made a 32bpp train depot, it still a wip and has no textures, only colours

ive done a mockup aswell, but it does not has shadows falling onto the rest of the tile, so im wonderering does anyone know how to get blender to render shadows on the transparent area, so when this is place on a tile it actually has a shadow on its tile

hope you like it so far

cnc welcome
Attachments
the sprite
the sprite
trainshed.png (33.9 KiB) Viewed 6912 times
the mockup
the mockup
mockup.png (269.07 KiB) Viewed 6935 times
User avatar
Teemes
Engineer
Engineer
Posts: 68
Joined: 19 Mar 2008 21:01

Re: New Graphics - Blender ".blend" thread

Post by Teemes »

You need to have something it can cast shadows on. So add a ground plane to your model, and set its material properties to "recieve shadows" ("Shadow") and "render shadow as alpha value" ("OnlyShad"). The plane will now be invisible in the render window, but the shadows will still be rendered (you won't see it until you save the render image and open it in an image editing program, though). Have fun!
Slye_Fox
Traffic Manager
Traffic Manager
Posts: 164
Joined: 21 Aug 2004 14:27
Location: London, UK
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Slye_Fox »

That, is AWSOME!
Image
User avatar
bazil14
Engineer
Engineer
Posts: 44
Joined: 22 Sep 2007 12:45

Re: New Graphics - Blender ".blend" thread

Post by bazil14 »

did some texturing today and thought i might try and see if the graphics would work the way i want them to, so i coded one view and tested it, and it worked as well as i wanted :P

here is the result (not a mockup this time, the realthing)

the sprites are coded, report to me if you have any problems, rest of sprites coming soon, oh by the way, i will need someone else to create a grf for it later, so the windows can be seethrough when you see the depot from the rear, doors still need texturing
Attachments
screen.png
screen.png (320.4 KiB) Viewed 6475 times
1065_z0.png
1065_z0.png (40.54 KiB) Viewed 6464 times
1066_z0.png
1066_z0.png (51.25 KiB) Viewed 6467 times
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Is very good.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Varivar
Traffic Manager
Traffic Manager
Posts: 255
Joined: 07 Aug 2008 17:31
Location: The Netherlands
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Varivar »

It's indeed very good. :) The inner walls need the same texture as the outside, now it's just white/untextured.
LordAzamath
Tycoon
Tycoon
Posts: 1656
Joined: 08 Jun 2007 08:00

Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

Yes, it is, if you only could make it less high :P
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
User avatar
Purno
Tycoon
Tycoon
Posts: 16659
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

Re: New Graphics - Blender ".blend" thread

Post by Purno »

I think it's pretty odd to have windows in the roof, while there aren't any windows in the walls...
Looks nice though :)
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Google [Bot] and 15 guests