Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Thu Sep 02, 2010 6:01 pm

All times are UTC




Post new topic Reply to topic  [ 6002 posts ]  Go to page Previous  1 ... 235, 236, 237, 238, 239, 240, 241 ... 301  Next
Author Message
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu May 21, 2009 3:48 pm 
Engineer
Engineer
Offline

Joined: Mon Apr 20, 2009 2:46 pm
Posts: 19
Location: france
As regards the crane and the pillars they will remain memes as have has them
Accept for d the other batiments
I put has arrangement the tall flats 1X1, if we criticize too easily
And apparement they are always memes, j arrete to supply files
We shall see what you are capable of making


Attachments:
1X1 tall flats.png
1X1 tall flats.png [ 212.9 KiB | Viewed 4350 times ]
1X1 tall flats.rar [213.78 KiB]
Downloaded 68 times
Top
 Profile E-mail  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu May 21, 2009 4:54 pm 
Tycoon
Tycoon
Offline

Joined: Tue Mar 14, 2006 12:46 pm
Posts: 998
Location: Netherlands
looks good but the windows look odd...

either add balcony railings or smallen the concrete-ish slabs underneath the windows...

_________________
Image

Special Thanks: ~dropside from Deviantart.com for creating this wonderfull logo (c)


Top
 Profile  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu May 21, 2009 5:11 pm 
Engineer
Engineer
User avatar
Offline

Joined: Sun Sep 28, 2008 11:18 am
Posts: 32
Location: The Netherlands
The walls inside the building on the first build stage look paper thin


Top
 Profile E-mail  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu May 21, 2009 5:31 pm 
Engineer
Engineer
User avatar
Offline

Joined: Wed May 20, 2009 12:03 pm
Posts: 23
cadaver wrote:
As regards the crane and the pillars they will remain memes as have has them
Accept for d the other batiments
I put has arrangement the tall flats 1X1, if we criticize too easily
And apparement they are always memes, j arrete to supply files
We shall see what you are capable of making

this building has a pretty nice look.just small details you should fix.
the roof has an odd texture .borders and top of the roof are put at the end of building construction(tiles are put from the bottom towards the top
the chimneys may be nice but they are too small.the hole for the small round window must appear in the phase 2(the hole is not digged after).
these are not bad criticisms but improvement criticisms.all the gamers would like best pictures as possible.32 bpp pictures imply high detailed models otherwise what interest. ?(


Top
 Profile  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu May 21, 2009 8:19 pm 
Engineer
Engineer
Offline

Joined: Wed Jun 27, 2007 4:23 pm
Posts: 24
Location: Evil Lair, Norway
Hey Cadaver, got a question. The car-park entry, it seems either really big or the parking space looks really small. No one else have mentioned it, so it might just be me, but the scale seems wrong. Also, the hole for the window at the top should be there under construction phase. They don't build the wall, then cut out the windows (at least not here)

_________________
Quote:
We're all scared. You hid in that ditch because you think there's still hope. The only hope you have is to accept the fact that you're already dead. And the sooner you accept that, the sooner you'll be able to function as a soldier is supposed to function. Without mercy. Without compassion. Without remorse. All war depends on it

- Captain Ronald Speirs E CO 2nd BATL 506th REG 101st airborne div 8th core 1st ARMY


Top
 Profile  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Sun May 24, 2009 6:43 pm 
Engineer
Engineer
User avatar
Offline

Joined: Tue Aug 12, 2008 6:31 pm
Posts: 110
Location: france
i've begun to work on the 1x1 house 3.it seems to have odd masks files so i thought they could be on the shutter,balcony,chimney and round windows.all suggestions will be appreciate.


Attachments:
1x1 arcticlhouse1.png
1x1 arcticlhouse1.png [ 19.71 KiB | Viewed 3713 times ]
arctic house.png
arctic house.png [ 62.04 KiB | Viewed 3717 times ]
Top
 Profile E-mail  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Sun May 24, 2009 7:17 pm 
Tycoon
Tycoon
Offline

Joined: Mon Jul 10, 2006 12:43 am
Posts: 1459
Location: Spain
northstar2 wrote:
i've begun to work on the 1x1 house 3.it seems to have odd masks files so i thought they could be on the shutter,balcony,chimney and round windows.all suggestions will be appreciate.

I like it.

_________________
Sorry if my english is too poor, I want learn it, but it isn't too easy.


Top
 Profile  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Sun May 24, 2009 8:46 pm 
Engineer
Engineer
User avatar
Offline

Joined: Sat Apr 25, 2009 9:50 am
Posts: 50
Location: Belgium
very nice house.maybe adding a gate or furniture in the garden but it seems already quite enough.do not overload the model.

cadaver:your model looks interesting.still details to fix on the office and the tall flats.
for information,aggressivity carries to no way.constructive suggestions should always be listened.


Top
 Profile E-mail  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Sun May 24, 2009 11:30 pm 
Route Supervisor
Route Supervisor
Offline

Joined: Sun Oct 10, 2004 12:11 am
Posts: 429
I do agree the house needs a gate at the gap in the hedge, but don't put furniture in the garden, it doesn't need it.

_________________
Melt with the Shadows,
Embrace your destiny...


Top
 Profile  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Tue May 26, 2009 1:06 am 
Traffic Manager
Traffic Manager
User avatar
Offline

Joined: Fri Dec 21, 2007 4:33 pm
Posts: 210
Looks picture perfect :) I might lower the sharpness of the bushes so they don't stand out so much.


Top
 Profile E-mail  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Tue May 26, 2009 11:52 am 
Traffic Manager
Traffic Manager
Offline

Joined: Mon Jan 01, 2007 2:28 pm
Posts: 138
northstar2 wrote:
i've begun to work on the 1x1 house 3.it seems to have odd masks files so i thought they could be on the shutter,balcony,chimney and round windows.all suggestions will be appreciate.

Really nice. Though the texture on the hedge is quite repetitive.

When I look a bit closer I have two minor remarks:
- The balcony is rectangular, while the 'windows' below aren't. That seems to clash. Isn't the idea of 'extending' a room like that to get more light? And then you create shadow with the balcony.
- The windows (top floor) seem to be all over the place. The left round window seems off to the right a bit. And the left window on the front seems up a bit too high to me, or you should lift that black roof of the veranda slightly.


Top
 Profile E-mail  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Wed May 27, 2009 4:50 pm 
Tycoon
Tycoon
User avatar
Offline

Joined: Mon May 21, 2007 11:47 am
Posts: 2821
Location: The Netherlands
Hi everyone,

I'm seeing some great stuff here (and in the extra-zoom topic as well). Since we're a bit short on buildings at the OpenGFX camp, I (and Ammler with me) was wondering if we could use some of your buildings in OpenGFX. Ofcource they need to be converted to 8bpp, but experience shows that this doesn't necessarily mean bad quality.

I was thinking of compiling a list of TTD buildings we need so that you can help me find suitable 32bpp creations to use as replacements in OpenGFX.

One last thing is the license. OpenGFX is licensed GPL v2 for quite some time now, so anyone allowing their creation to be used in OpenGFX is required to accept the GPL license for that particular building, but I suppose that isn't too much of a problem, right?

Thanks in advance, you'll be hearing of me ;)

_________________
Plans: continue FIRS | some stations in OpenGFX style | expand Dutch Tram Set | rework TransRapid Track graphics
Clickables: FIRS Industry Replacement Set | OpenGFX base graphics set | TransRapid Track Set | New Tram Track Set | Metro Track Set | Dutch Tram Set


Top
 Profile  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Wed May 27, 2009 6:30 pm 
Tycoon
Tycoon
Offline

Joined: Sun Apr 08, 2007 4:07 am
Posts: 1824
Aren't the looks of these buildings a bit too different from the rest you have in OpenGFX? Just a thought I wanted to throw in; if you think otherwise, fine.. 8)

_________________
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.

______________
My patches
check my wiki page (sticky button) for a complete list

ImageImage
ImageImageImageImageImageImageImage


Top
 Profile  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Wed May 27, 2009 8:45 pm 
Tycoon
Tycoon
User avatar
Offline

Joined: Mon Apr 19, 2004 8:09 pm
Posts: 1463
Location: Sweden
I think it could work. They will get a bit fuzzy, though, or need a lot of retouching. I did a quickie:
(adjust gamma, apply colors from ttd palette, shrink with anti-alias, apply colors from ttd palette, total time spent: less than a minute)


Attachments:
Example64.png
Example64.png [ 1.47 KiB | Viewed 2533 times ]

_________________
Image
Swedish trains * Swedish Town Names * BlockCAD * The GRFMaker Community Page
Top
 Profile  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Thu May 28, 2009 1:42 am 
Chairman
Chairman
User avatar
Offline

Joined: Sun Jun 18, 2006 6:18 pm
Posts: 768
Location: Switzerland
As we shouldn't go too far OT here, I posted the most important missing sprites here: viewtopic.php?p=791892#p791892
A complete list can be found here: http://dev.openttdcoop.org/projects/opengfx/roadmap

It would be really nice, if some of the 32bpp artist could help to make the opengfx complete. :-)

Greets
Ammler

_________________
Image
Town Names: Image Swiss / Image French · Image Temperate Lumber Mill
Still work in progress: OpenGFX or/and OpenSFX - Please help!


Top
 Profile E-mail  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Sat May 30, 2009 1:05 pm 
Engineer
Engineer
User avatar
Offline

Joined: Tue Aug 12, 2008 6:31 pm
Posts: 110
Location: france
here are the sprites for the arctic house 3 with masks uncoded.
i've made some adjustments to the model(added a gate,modifyed the hedge and cutted a small corner to the balcony but in all cases the windows will be under it).
i wanted to add smoke to the chimneys because it should have been logic to the snow version but i wasn't sure about the result.
it's not always easy to apply all the suggestions you can have but i hope you will appreciate the model.


Attachments:
arctic house 3.png
arctic house 3.png [ 95.97 KiB | Viewed 1877 times ]
arctic house 3 b.png
arctic house 3 b.png [ 105.45 KiB | Viewed 1888 times ]
arctic house 3.zip [237.06 KiB]
Downloaded 39 times
Top
 Profile E-mail  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Sat May 30, 2009 1:21 pm 
Engineer
Engineer
User avatar
Offline

Joined: Tue Aug 12, 2008 6:31 pm
Posts: 110
Location: france
another post to send a version of the tall office block a little bit less dark.i join the sprites all stages.if this version is prefered,it's not a problem.
i agree we are not in mordor but in openttd(i'm a fan of the lord of the rings too)


Attachments:
tall office.png
tall office.png [ 213.04 KiB | Viewed 1855 times ]
tall office less dark.zip [327.55 KiB]
Downloaded 42 times
Top
 Profile E-mail  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Sat May 30, 2009 3:24 pm 
Engineer
Engineer
User avatar
Offline

Joined: Wed May 20, 2009 12:03 pm
Posts: 23
very nice model for all steps.good details to all stages.it's cool to have models which are changing colors with masks.
about the tall office i'm ok with tsjook.i prefer this model less dark.good work once more!


Top
 Profile  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Sat May 30, 2009 9:20 pm 
Cymedrolwr
Cymedrolwr
User avatar
Online

Joined: Tue Dec 10, 2002 8:36 pm
Posts: 7290
Location: Wrexham, Wales
northstar2 wrote:
here are the sprites for the arctic house 3 with masks uncoded.
i've made some adjustments to the model(added a gate,modifyed the hedge and cutted a small corner to the balcony but in all cases the windows will be under it).
i wanted to add smoke to the chimneys because it should have been logic to the snow version but i wasn't sure about the result.
it's not always easy to apply all the suggestions you can have but i hope you will appreciate the model.


Very nice! I like them, but I would suggest removing the window shutters, balcony railing and door, and maybe even the chimneys from the construction stage.

_________________
Image
FacebookFlickr PhotosBlogTwitterHosting


Top
 Profile  
 
 Post subject: Re: New Graphics - Blender ".blend" thread
PostPosted: Mon Jun 01, 2009 3:12 pm 
Engineer
Engineer
Offline

Joined: Mon Apr 20, 2009 2:46 pm
Posts: 19
Location: france
Maquinista thank you to have encodes the images of Tall Flats .Une small error as regards Office High rise
You n took the good images that's why I put back(hand) them. Thank you if you could make the necessaire


Attachments:
Office%20Building.png
Office%20Building.png [ 222.86 KiB | Viewed 1239 times ]
Office building.rar [289.23 KiB]
Downloaded 34 times
Top
 Profile E-mail  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6002 posts ]  Go to page Previous  1 ... 235, 236, 237, 238, 239, 240, 241 ... 301  Next

All times are UTC


Who is online

Users browsing this forum: Jupix and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
House Insurance | Cheap Home Insurance | Loans | Property in Cyprus | Reno Nevada Real Estate
Powered by phpBB © 2000-2009 phpBB Group

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2010.
Hosted by Zernebok.