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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LordAzamath
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

I guess they should be in all through runway?
And I think I'll do the grass in GIMP by blending the concrete and grass together somehow.. Because it's very painful to do it otherwise :P But I need some ideas how to make them together... Would the same side-shading as with runways work?
And I need to put the lights there too..
And I'm glad you like the asphalt :)
EDIT: I'm afraid I can't add the stripes.. because the same sprite is used in the beginning of runway too.. And then it's in the wrong side
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.
LordAzamath
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

Shalla laa.. And I don't know why the grass is pngcodeced falsely.. The parts without grass have y_offs=0 for me and parts with grass y_offs=3
Now I'mma think of doing the buildings there and I don't know how could I add shadow to the grass just besides strip, as the normal grass is used there too..
And unfortunatly the bigger airports look ugly now...
Attachments
preview.png
it's a big file :P
(1.33 MiB) Downloaded 213 times
bigger airports now look ugly...
bigger airports now look ugly...
snap2.png (142.14 KiB) Viewed 5684 times
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.
LordAzamath
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

Anyway, since I suck at modeling buildings, someone else has to do it.. The ground sprites are all in this zip and the textures used for them is in the other. If anyone wants, I can upload the xcf where I produced textures too (it still has layers and stuff and a possibility to mark new signs on road) :P
airport_grounds.zip
(954.01 KiB) Downloaded 207 times
textures.zip
(1.8 MiB) Downloaded 151 times
And uhm.. sorry for triple post, I just wanted these to be in a separate thing
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.
obi
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Re: New Graphics - Blender ".blend" thread

Post by obi »

LordAzamath wrote: EDIT: I'm afraid I can't add the stripes.. because the same sprite is used in the beginning of runway too.. And then it's in the wrong side
That would not be a problem, in real airports the direction the planes land depends on wind direction, so both sides get tyre marks.
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

no, it WOULD be a problem.. graphically.. Because the stripes would not be symmetric, would not be from one end to other. and the same sprite is used on both sides
Maybe this pic would illustrate it a bit
Attachments
pic.png
pic.png (18.52 KiB) Viewed 5241 times
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.
BerserkerXP
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Re: New Graphics - Blender ".blend" thread

Post by BerserkerXP »

Hi there,

is it possible to found the blender and tar files inside a svn entry? I have seen so much nice 3D Models inside this thread. But i wouldn't found any tar file of this models!

With best regards,
Andreas
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Re: New Graphics - Blender ".blend" thread

Post by oboka »

What happened with the beatiful models seen at the start of this thread? I haven't seen the lighthouse in a real game yet.
obi
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Re: New Graphics - Blender ".blend" thread

Post by obi »

LordAzamath wrote:no, it WOULD be a problem.. graphically.. Because the stripes would not be symmetric, would not be from one end to other. and the same sprite is used on both sides
That's sad, but you'r right ...
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trainboy2004
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Re: New Graphics - Blender ".blend" thread

Post by trainboy2004 »

Baureihe 101 completed.

I will do the standard sprite sizes later on.
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diagonal
diagonal
E101a.png (363.43 KiB) Viewed 4632 times
orthogonal
orthogonal
E101b.png (283.61 KiB) Viewed 4627 times
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Hyronymus
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Re: New Graphics - Blender ".blend" thread

Post by Hyronymus »

Very nice but what I wonder isthe viewport used for the orthogonal sprites. Is this a default viewport "from on high" or one rigged for the way OpenTTD displays vehicles? The orthogonal view by TTD is somewhat comprised.
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Re: New Graphics - Blender ".blend" thread

Post by trainboy2004 »

Hyronymus wrote:Very nice but what I wonder isthe viewport used for the orthogonal sprites. Is this a default viewport "from on high" or one rigged for the way OpenTTD displays vehicles? The orthogonal view by TTD is somewhat comprised.
No, this is not a official camera setting. I accidentally bumped into it. I only use it for a nice preview.

If correct the below one is correct. (Only the train needs to be squeezed so it won't clip.)
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sprite
sprite
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Hyronymus
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Re: New Graphics - Blender ".blend" thread

Post by Hyronymus »

It's still nice to watch it. When will it arrive in my game ;).
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trainboy2004
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Re: New Graphics - Blender ".blend" thread

Post by trainboy2004 »

Hyronymus wrote:It's still nice to watch it. When will it arrive in my game ;).
I really don't know, but don't be afraid I won't throw them away :wink: . They will be preserved for the future generations of XTTD. :mrgreen:
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Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

i went through all this thread but i didn't find the blend file for brupje house. ;( ;( i tryed to make a nicer hedge but it's a real nightmare for me.
i made some adjusts on the roof and will let it down until i find a better way ?( .now i will try to make the 2x1 hotel(there's no hedge on it)
i'm attentive about all suggestions. :bow:
thanks
Attachments
1494_z0.png
1494_z0.png (113.05 KiB) Viewed 4483 times
2x1 hotel.png
2x1 hotel.png (207.83 KiB) Viewed 4474 times
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Re: New Graphics - Blender ".blend" thread

Post by Hyronymus »

The design is really nice: sharp and clean. Now I never got any further then pixel art myself but is it possible to add some texture to the walls? A brick texture for the hotel and a semi-rough texture for the plaster.

The hedge is nicely coloured, it has enough colour variation. Try experimenting with "indenting" it at places. Many gardener envies this perfect straigth hedge ;).
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Re: New Graphics - Blender ".blend" thread

Post by ervin2 »

trainboy2004 wrote:
Hyronymus wrote:Very nice but what I wonder isthe viewport used for the orthogonal sprites. Is this a default viewport "from on high" or one rigged for the way OpenTTD displays vehicles? The orthogonal view by TTD is somewhat comprised.
No, this is not a official camera setting. I accidentally bumped into it. I only use it for a nice preview.

If correct the below one is correct. (Only the train needs to be squeezed so it won't clip.)
I think it's too bright, but otherwise good.
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Re: New Graphics - Blender ".blend" thread

Post by trainboy2004 »

ervin2 wrote:I think it's too bright, but otherwise good.
All the light gray parts are now darker. :wink:
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Re: New Graphics - Blender ".blend" thread

Post by ElliottB »

I figured I'd join the forum to help out with your endeavors. Been following the progress for awhile now, and I say it looks very promising.

I'll start off with a bang for you lot. Textures from my modeling days, which I'm slowly getting back into. -- I'll post some more textures and such later. I've got the light setup for 3ds max prepped and might look at doing parts of the airports if they're unfinished.

LordAzamath wrote:no, it WOULD be a problem.. graphically.. Because the stripes would not be symmetric, would not be from one end to other. and the same sprite is used on both sides
Maybe this pic would illustrate it a bit
You could technically have the 'stripes' end short of the tile's end. Such that they go a few pixels shy of the end.
Attachments
brick2_texture_512.jpg
brick2_texture_512.jpg (341.47 KiB) Viewed 4354 times
brick_texture_512.jpg
brick_texture_512.jpg (368.78 KiB) Viewed 4368 times
wall_texture_512.jpg
wall_texture_512.jpg (373.73 KiB) Viewed 4361 times
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Re: New Graphics - Blender ".blend" thread

Post by ElliottB »

northstar2 wrote:i went through all this thread but i didn't find the blend file for brupje house. ;( ;( i tryed to make a nicer hedge but it's a real nightmare for me.
i made some adjusts on the roof and will let it down until i find a better way ?( .now i will try to make the 2x1 hotel(there's no hedge on it)
i'm attentive about all suggestions. :bow:
thanks
What application are you using? In 3dsmax it would be a real easy trick of chamfering the top edges a few times (or fillet), I believe blender has the same type of tool. Also, you could subdivide the hedge across the length and then push and pull the edges to cause little indents and bulges.

Here is an example:
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hedge.jpg
hedge.jpg (146.16 KiB) Viewed 4306 times
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Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

i have applyed textures to the hotel walls.i am aware for all suggestions.
thanks. :bow:
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2x1 hotel.png
2x1 hotel.png (461.48 KiB) Viewed 1801 times
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