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Posted: 15 May 2005 23:21
by Alltaken
dmh_mac, i love the grass...... i might see what a whole set of ground tiles looks like with that grass.

in a normal situation i think things like grass (not the dirt on it) would be best to be transparent, so that we can see the normal grass underneith (so you could put the lumbermill on desert, or different coloured grasses and it would look fine)

but i really like your grass, so might get you to give it a hot on the 85 tiles, i can send the tiles some time.

since you use blender it will be easy.

love it, this is fantastic.

BTW don't be afraid to make the lumbermill larger, or any size/shape you want.

Alltaken

Posted: 18 May 2005 12:53
by dmh_mac
This is the new version with twice the resolution.

P.s. The grass is realy simple; vertexpainted geometry with 2 procedural bumpmaps and 1 procedural colourmap/alphamap.

Posted: 18 May 2005 22:27
by Korenn
awesome :shock:

that is right up there with Alltaken's work :D

Posted: 19 May 2005 04:04
by Alltaken
Korenn wrote:awesome :shock:

that is right up there with Alltaken's work :D
na its better than mine :P

dmh_mac is it possible to get the grass areas (the green areas, not the brown areas) made transparent?

just curious to see it done, so we could have a test of it.

Alltaken

Posted: 19 May 2005 06:59
by ThorRune
Looks good, but isnt it too few details? I mean, i imagine there to atleast be a saw on a lumbermill. Also, the objects are wery shiny compared to the ground and other GFX i've seen, but that's probably the lighting settings? But darn great

Posted: 19 May 2005 09:31
by dmh_mac
I'll try to make the grass transparant, through a texturepainted alphamap.

The model was initialy made for a lower resolution render, so it didn't need a lot of detail. If you have any specific ideas for what kind of detail to add feel free to tell me (reference pics might be nice too).

I don't think it's overly shiny, allthough metal parts are more shiny than the ground ;)

P.S. I imagine the saw being inside the building, but I could be wrong, as I don't know a whole lot about lumbermills...

Posted: 19 May 2005 10:45
by Alltaken
dmh_mac did the lighting get brighter between the first and the second image? perhaps things got closer to the lights, and the lighting changed.

some details like a few boulders, dirtyish things maybe piles of sawdust leaning on the side of the building.... the scene looks really nice, i like it, it just needs a few more deatils to make it lookreal. offcuts of wood, the wood piles to be more random in the length (wood in ym country always comes in random lengths within the piles)

also the logs, perhaps more random length (trees are all different sizes...)

just general things like that to help break up the CG qualities to it. :D

Alltaken

Posted: 19 May 2005 10:49
by DeletedUser21
whoa!! :shock: *drool*


I like all these graphics! :wink:

Posted: 19 May 2005 12:27
by ThorRune
Image
Logs are more random, both in size, lenght and they dont fit perfectly so they dont lay like on your rendering

Image
Same goes for the finished planks

Image
Image
In later ages, things like this would be needed

Posted: 19 May 2005 13:16
by MeusH
I really like your work. OTTD with new graphics will be best this-type-of-game ever!
As DaleStan wrote, trunks should be more random, also finished product (planks) should be there, too

Posted: 19 May 2005 20:08
by dmh_mac
Small update.

Made trees more random.
Added small details.
Tried transparant grass, but couldn't get satisfactory results (objects lost their shadows).
Went crazy with duplivert grass.

Posted: 19 May 2005 21:08
by jvassie
OMG Thats is beautiful!

:shock: :shock: :shock:

James

Posted: 19 May 2005 21:49
by Sellu
Your houses are way too big for the scale altough, Amazing work.

Posted: 19 May 2005 22:28
by ThorRune
Thats definitely way better! Allthough, looking closer, the crane looks kinda bad.

Posted: 20 May 2005 03:08
by charlieg
Sellu wrote:Your houses are way too big for the scale altough, Amazing work.
Remember these aren't houses but warehouses - possibly (obviously?) bigger than normal houses.

And I'll join the plaudits, it looks grrreat.

Posted: 20 May 2005 09:29
by dmh_mac
Sellu wrote:Your houses are way too big for the scale altough, Amazing work.
Funny you should say that as I've doubled the resolution so my sprite would match up better with your trains :)
ThorRune wrote:Thats definitely way better! Allthough, looking closer, the crane looks kinda bad.
The crane looks bad. It wasn't that noticeable in the lower resolution. I'll fix it.

Posted: 20 May 2005 09:47
by ThorRune
Sellu wrote:Your houses are way too big for the scale altough, Amazing work.
Oh yeah? (See atatchment)

Actually seems slightly too small, or alternately, perfect.

Posted: 20 May 2005 10:02
by haakon99
The sawmill really looks nice, but there really should be a mountain of sawdust somwhere there, preferably close to one of the walls.

And a lot of sawdust on the ground in general.

HÃ¥kon

Posted: 20 May 2005 10:30
by peter1138
So what does this all look like rendered at a scale usable in the game? :)

Posted: 20 May 2005 11:21
by ThorRune
peter1138 wrote:So what does this all look like rendered at a scale usable in the game? :)
Just like the above. OpenTTD is getting a new 64bit GFX engine.