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

Post by maquinista »

I have coded the two new farm sprites.
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house_preview.tar
Preview file.
(1.06 MiB) Downloaded 182 times
Preview screenshot with a farm and a station with some farm tiles.
Preview screenshot with a farm and a station with some farm tiles.
farm_preview2.JPEG (119.48 KiB) Viewed 4587 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Antonio1984
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Good!It remains only one building to complete the farm...do you know if I have to design it in 2 separated sprites or if I can design it in 1 sprite?
maquinista
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Antonio1984 wrote:Good!It remains only one building to complete the farm...do you know if I have to design it in 2 separated sprites or if I can design it in 1 sprite?
The shadow would look better if You model it in a single sprite, but I'm not sure.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Antonio1984
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Ok..I asked you becasue for me it's simpler to make 1 building in a unique sprite, rather than 1 building splitted in 2 sprites..
Another question:I see that there are still much trees in 8bpp...if I would model them, how can I do?I put one tree in the center of the sprite?
maquinista
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Antonio1984 wrote:Ok..I asked you becasue for me it's simpler to make 1 building in a unique sprite, rather than 1 building splitted in 2 sprites..
Another question:I see that there are still much trees in 8bpp...if I would model them, how can I do?I put one tree in the center of the sprite?
The trees are done in stages. You should model first the full growth stage. Now, You can delete some leafs and leave only the trunk to create the death version, and You can make the tree smaller (keeping the trunk position) to create the stages when the tree is growing.

The tree could be placed in the center, but the most important detail here is to keep the trunk position in the same place, It makes easier the coding.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Zephyris
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Antonio1984 wrote:...it's simpler to make 1 building in a unique sprite, rather than 1 building splitted in 2 sprites..
Yes, make it as one sprite (use the 2x1 tiles blender template).
Antonio1984 wrote:Another question:I see that there are still much trees in 8bpp...if I would model them, how can I do?I put one tree in the center of the sprite?
Yes, but be warned it is very hard to render a convincing tree, you need to make ~7 growth stages per tree AND expect to be asked to make all ~50 trees as it is hard to get a consistent look from person/modeling style to person/modeling style.
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Ok..maintain the same trunk position is not a problem...rather...do you know which approach was used to model them?in particular to realize realistic leaves...
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Zephyris wrote:
Antonio1984 wrote:...it's simpler to make 1 building in a unique sprite, rather than 1 building splitted in 2 sprites..
Yes, make it as one sprite (use the 2x1 tiles blender template).
Antonio1984 wrote:Another question:I see that there are still much trees in 8bpp...if I would model them, how can I do?I put one tree in the center of the sprite?
Yes, but be warned it is very hard to render a convincing tree, you need to make ~7 growth stages per tree AND expect to be asked to make all ~50 trees as it is hard to get a consistent look from person/modeling style to person/modeling style.
I imagine...but at this point... isn't it better to change the colours of existing trees and then code them, rather than create new trees?
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Antonio1984 wrote:I imagine...but at this point... isn't it better to change the colours of existing trees and then code them, rather than create new trees?
We don't have anywhere near a full set of trees for any climate, it is not easy to recolour a tree's leaves and trunk separately, in the original graphics there are at most two colour variants of a tree, and AFAIK some of the trees are missing growth stages.

*edit* But maybe I am just a pessimist!
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Re: New Graphics - Blender ".blend" thread

Post by 32Bpp-Pack »

maquinista wrote:I have coded the two new farm sprites.
i have already finished the pack and was in the process of uploading it
when i saw this post :evil: i had to cancel it and re add those 2 sprites...

ok now i finalized the files and uploading them now, its bit of bad time for uploading stuff, peak time...
so i'll leave it and check it back later today to post the links. 8)
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maquinista
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

32Bpp-Pack wrote:
maquinista wrote:I have coded the two new farm sprites.
i have already finished the pack and was in the process of uploading it
when i saw this post :evil: i had to cancel it and re add those 2 sprites...

ok now i finalized the files and uploading them now, its bit of bad time for uploading stuff, peak time...
so i'll leave it and check it back later today to post the links. 8)
In the next update, I will make less dark the shadow, because now It's too dark.

Also, the airports sprites needs some work. Do You like the current sprite positions?
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: New Graphics - Blender ".blend" thread

Post by Xand »

When comparing the dimensions between the buildings of the orginal farm and the new sprites, they are in my opinion completely off. If you take the dimensions of the hay shed as a basis (which are in relation to the house just perfect), the pig shed is way too big. Not to mention the even bigger shed next to it.

E.g. The 2 feeding bins of the pigs shed, when you combine the total length of the 2, they are just as long as the hay shed. Have you ever seen such large feeding bins?
Farm.png
Farm.png (15.69 KiB) Viewed 4508 times
Farm1.PNG
Farm1.PNG (727.72 KiB) Viewed 4508 times
Don't get me wrong, I really like the design, but the dimensions are off.
maquinista
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Xand wrote:When comparing the dimensions between the buildings of the orginal farm and the new sprites, they are in my opinion completely off. If you take the dimensions of the hay shed as a basis (which are in relation to the house just perfect), the pig shed is way too big. Not to mention the even bigger shed next to it.

E.g. The 2 feeding bins of the pigs shed, when you combine the total length of the 2, they are just as long as the hay shed. Have you ever seen such large feeding bins?
Farm.png
Farm1.PNG
Don't get me wrong, I really like the design, but the dimensions are off.
If You want, I can make the buildings smaller, maybe a 75%. Also, I want to render again the silos, I want add a little border.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Xand
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Re: New Graphics - Blender ".blend" thread

Post by Xand »

maquinista wrote:
Xand wrote:When comparing the dimensions between the buildings of the orginal farm and the new sprites, they are in my opinion completely off. If you take the dimensions of the hay shed as a basis (which are in relation to the house just perfect), the pig shed is way too big. Not to mention the even bigger shed next to it.

E.g. The 2 feeding bins of the pigs shed, when you combine the total length of the 2, they are just as long as the hay shed. Have you ever seen such large feeding bins?
Farm.png
Farm1.PNG
Don't get me wrong, I really like the design, but the dimensions are off.
If You want, I can make the buildings smaller, maybe a 75%. Also, I want to render again the silos, I want add a little border.
That would be much appreciated!
Antonio1984
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Yes I agree...it is better to reduce the dimensions...
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Zephyris
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

maquinista wrote:If You want, I can make the buildings smaller, maybe a 75%. Also, I want to render again the silos, I want add a little border.
Maybe even 50%
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Brighter coal mine sprites and more sensible coal piles, now in a variety of sizes.

I have tried to capture the bright yellow look of the original sprites.
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CoalMineSprites.zip
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Building1a.png
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Antonio1984
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

First attempt to replace the last farm building...I hope the dimension is right...
inspired by this:
http://static.laterooms.com/hotelphotos ... 584366.jpg
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farmhouse1.png
farmhouse1.png (96.6 KiB) Viewed 4365 times
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Zephyris
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

It probably needs to be a bigger building (ie. more windows) and a smaller scale (ie. smaller windows)...
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Ok..if you (or maquinista) could make a preview to see the result in the game, so I can modify it more precisely..
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