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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Re: New Graphics - Blender ".blend" thread

Post by CommanderZ »

Can a depot have a floor texture?
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

CommanderZ wrote:Can a depot have a floor texture?
Yes, but is better render it without the depot, because I must cut it in order to allow enter trains.

If You have a good texture for the floor, I can add it with Inkscape and GIMP.
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

The depot floor is the normal track sprite so it cant be replaced with a specialised one...
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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

This was my first attempt at 3D moddeling, first use of Blender, first use of Gimp, first use of 7Zip, and here goes my first attempt at cutting and coding. I need to make some minor adjustments to the code and I see the depot is too tall for the menu.

I added a partial floor, but I am not happy with the texture. It would have been better if I had the rail for inside the depot in blender format so I could render all in one go.
I will definitely change the floor....then on to the next project, mmmm what will it be.
Zephyris wrote: The depot floor is the normal track sprite so it cant be replaced with a specialised one...
With sprites, the lower levels can always be replaced by drawing over them. :wink: I just have to draw something nicer over the normal track.
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Re: New Graphics - Blender ".blend" thread

Post by FooBar »

Sorry for the OT bit here...
ZxBiohazardZx wrote:im doing civil engineering now, and im learning autoCAD for basic 2d-modeling (the magic roundabout was my last work there) is there any way these drawings of autoCAD might be usefull to any of you here?
LOL. You mean this Magic Roundabout?
TheMagicRoundabout4.pdf
(132.75 KiB) Downloaded 218 times
It might look a bit different than the one printed in your textbook, but this is how I originally designed it for the exercise back in 2006 :mrgreen:

Anyways, 2D AutoCAD drawings don't help much here with this project. 3D AutoCAD drawings might be more useful, as you can import those in Blender (although the steps you have to take are a bit hackish). Unfortunately we don't teach you how to draw in 3D in AutoCAD at Delft University, but one of the last chapters in your textbook holds some information on that subject, so you could try 3D drawing in AutoCAD yourself.
But if you want to learn 3D AutoCAD from scratch just to draw for OTTD, you're far better off learning Blender from scratch instead.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

FooBar wrote:Sorry for the OT bit here...
ZxBiohazardZx wrote:im doing civil engineering now, and im learning autoCAD for basic 2d-modeling (the magic roundabout was my last work there) is there any way these drawings of autoCAD might be usefull to any of you here?
LOL. You mean this Magic Roundabout?
TheMagicRoundabout4.pdf
It might look a bit different than the one printed in your textbook, but this is how I originally designed it for the exercise back in 2006 :mrgreen:

Anyways, 2D AutoCAD drawings don't help much here with this project. 3D AutoCAD drawings might be more useful, as you can import those in Blender (although the steps you have to take are a bit hackish). Unfortunately we don't teach you how to draw in 3D in AutoCAD at Delft University, but one of the last chapters in your textbook holds some information on that subject, so you could try 3D drawing in AutoCAD yourself.
But if you want to learn 3D AutoCAD from scratch just to draw for OTTD, you're far better off learning Blender from scratch instead.

i did try out blender, the problem is that i need a scaling-help because i cant model that great yet (i was the first to do the depot)

anyway i might give it a shot again:) anything that you guys want modelled pretty badly???
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Re: New Graphics - Blender ".blend" thread

Post by CommanderZ »

ZxBiohazardZx wrote:
anyway i might give it a shot again:) anything that you guys want modelled pretty badly???
Check the trackerand grab whatever is unfinished :)
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

so i did:

Monorail Depot, WIP, this is the BASE-FRAME (aka no roof and details) untextured version:
DEP_monorail_WIP_1.jpg
EDIT: added roof:
DEP_monorail_WIP_2.jpg
EDIT2: Added glass (anyone link me to default glass setting please (material))
EDIT3: rotated to look similar to the original on wiki
DEP_monorail_WIP_3.jpg
wiki original: Image

i notice i have to lower mine a bit:)
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Is better if You try to follow the original sprites and You make also the construction stages. There are models that can't be coded because they doesn't fit in original sprites (They need new GRF files).

This is the industrial models:
http://wiki.openttd.org/wiki/index.php/ ... _Graphics)

Some models have a "WIP" label, but They haven't been updated for two years. Others, have a different sprite layout.

For example, sawmill, this is the original model in game:
Image
dmh_mac modeled this sawmill
Image
Is very good, but It can't be coded without using a new GRF. These are the sprites needed.
Image
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

im lucky the Monorail Depot does NOT have a construction stage so i only have to create the 1 sprite, if im wrong point me to it....


update: more detail and more close to original:
Image
DEP_monorail_WIP_3.jpg
DEP_monorail_WIP_3.jpg (7.8 KiB) Viewed 3600 times
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Re: New Graphics - Blender ".blend" thread

Post by CommanderZ »

The depot consists of two sprites AFAIK: the "front" part, which is drawn before the train and the "rear" part, which is drawn behind the train. Also, remember you have to do all 4 orientations, which total in 6 sprites (there is no fron part in the NE and NW entrance view).
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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

Hey Bio,

As maquinista said and I started with these:
http://www.tt-forums.net/download.php?id=53231
http://wiki.openttd.org/wiki/index.php/ ... _Materials
As CommanderZ said, six. If you use the template I linked to above, I'm sure someone will cut and code them for you.
Have fun.

Maquinista, do you still want the concrete rendered? I couldn't find the texture you pointed me to.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

just gimme feedback on what i should add etc etc, im still building the model, its not ready for coding etc, i know i have to make 6 sprites, but from what i heard i can simply construct the depot, render all 4 angles by using the default setup alltaken posted a while ago (or any other that auto-renders 4 images....) and then the coder can cut it as needed, thats what i heard...

anyway what should i add? (details) i know i have to work on the window edges and the roof is pretty boring, but i was wondering about materials first, i shall try make the model better now:)
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

using the 25x25 F setup render:



EDIT: im still not sure:

Do I only have to append (to emtpy? or to floor/grid)

OR Do I build it in the 25x25F setup

EDIT AGAIN: added the glass material for the windows and i made a copper rainpipe (looked better then aluminium)
roof is red plastic...

walls are just custom/random, i need a better one for that...
DEP_monorail_WIP_4_25x25F_3.png
DEP_monorail_WIP_4_25x25F_3.png (21.08 KiB) Viewed 3507 times
i need standard brick/concrete walls....
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

The monorail depot is good.
j0rdax wrote:Hey Bio,

As maquinista said and I started with these:
http://www.tt-forums.net/download.php?id=53231
http://wiki.openttd.org/wiki/index.php/ ... _Materials
As CommanderZ said, six. If you use the template I linked to above, I'm sure someone will cut and code them for you.
Have fun.

Maquinista, do you still want the concrete rendered? I couldn't find the texture you pointed me to.
I have created some sprites, but there are lots of them.
Attachments
Screenshot.
Screenshot.
base_trop.jpg (38.07 KiB) Viewed 3481 times
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

YET ANOTHER UPDATE :lol:

i added the whatever white thingy there is on top (i made it aluminium, the other view i might render soon will show the semi-fan-exhausts i put on the back of the red-bubbles.....
DEP_monorail_WIP_4_25x25F_4.png
DEP_monorail_WIP_4_25x25F_4.png (24.74 KiB) Viewed 3481 times
EDIT: back view
DEP_monorail_WIP_4_25x25F_4view.png
DEP_monorail_WIP_4_25x25F_4view.png (25.39 KiB) Viewed 3470 times
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Re: New Graphics - Blender ".blend" thread

Post by Wotan »

ZxBiohazardZx wrote:YET ANOTHER UPDATE :lol:

i added the whatever white thingy there is on top (i made it aluminium, the other view i might render soon will show the semi-fan-exhausts i put on the back of the red-bubbles.....
You need to do more work on this depot. Several issues comes to my mind.

Firstly I wonder why the building is smoothed. The original 8bpp depot is not. Also the smoothing around the windows looks strange - like a rectangle transforming into an ellipse, not like the smooth and harmonic transition an architect with a huge budget would design a railroad depot. And yes the budget is a matter - smooth buildings are usually harder to build and requires specially fitted materials which increase costs. It is not likely that a transport company will choose an expensive construction method for a building of a purely utilitarian purpose.

Also the materials are bad. Maybe they are just temporary placeholders but they should be changed to fit with the game. Currently they all look like shiny plastic (which is not known for its widespread use as a building material). Also the dirt applied to the walls is way too heavy. With adding dirt and variation to a material the secret codeword is "less is more". I would like to see some more detail and variation in the dirt and also a lot more subtle dirt. You should go study real world walls and roofs and try to imitate them.

When I look at the original model I get the idea that it is made from slightly yellow concrete elements placed between light grey concrete pillars. A quick advice on how to make a concrete texture would be to give it a small and rough bump map to simulate the sand in the concrete and low to none shininess. The diffuse colour of the texture should be a large noise map (preferably a fractal one) of two very very similar base colours. For dirt if you should have more dirt at the bottom than at the top and the dirt should be scaled so that it is elongated in vertical splotches on the wall.

You make a very common mistake regarding the windows. They are too bright and blue. However if you look at real world windows they are usually a greyish black and have slight and subtle reflections of the environment.

The model might also be more interesting if it had more detail: gutters and downpipes, utility cables (you have made some but they are too black), window frames - use your imagination to create a more interesting structure.

Finally I think your model is too elongated. The original sprite has a square base while yours seem to have a rectangular one.
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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

Train Depot with better floor and better allignment. Can it go on the wiki?
I think I will move onto something else.
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Final - unless someone changes it.
Final - unless someone changes it.
0003.png (75.28 KiB) Viewed 3250 times
TrainDepot.tar
(325.5 KiB) Downloaded 261 times
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Mat 10:33 But I will tell my Father in heaven that I don't know the person who tells others that he doesn't know me.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

yeah textures where temp just to give impression, the windows are eliptical because the original sprite showed me that... i rounded of the edges for a more futuristic look, but if you dont like that, ill remove it, furthermore i cant find the right size anywhere, but ill make it more squared if you think thats better, ill try working on the structure and your comments, maybe ill start again from scratch and build a better model tomorrow:)

edit:

You make a very common mistake regarding the windows. They are too bright and blue. However if you look at real world windows they are usually a greyish black and have slight and subtle reflections of the environment.

i used the official material for the windows...

EDIT: not tomorrow but late night amusement:

RENDERED: WALLS+WINDOWFRAMES
TODO: ROOF+DETAILS

EDIT2:already changed the windowframes, they accidently stood out 0.5 instead of the intended 0.2
depot_2.png
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

i keep working on the depot, i added the yellow/black striped things in front of the depot, i assume they are similar to this :

Image

thus my version has 2 triangular bars and a rounded edge beam above it

also narrowed the entrance a tiny bit compared to last version....
DEP_monorail_WIP_6_12,5F.png
DEP_monorail_WIP_6_12,5F.png (36.58 KiB) Viewed 3065 times
comments plz:) i will add roof and more details later on in the process.....
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