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

Post by ChillCore »

That depot looks good Antonio, please continue ...
Thank you for the preview maquinista.

LordAzamath wrote: So I played around with Blender again today, and made this.. However, I still can't texture my stuff nicely, so any pointers about texturing would be nice.
...
The problem with texturing for me is that I either get all the nice textures, but the building looks too clean and sterile,
...
Wally is a freeware program used for making textures and exports to many formats, including png. It lends itself extremely well at making tiled textures. You can edit the texture even while inside the tiled view mode. The button with the little squares is what you are looking for here. If I am not mistaking you can define your own colour palette but it has been some time that I have used the program, so forgive me if I am wrong.
Official site for wally: http://www.telefragged.com/wally/
There are some great tutorials to be found here too.

Download links are broken and I had a hard time finding a link that still worked.
http://www.filefront.com/3632507/This-i ... ion-1.55b/
Grab it while you can and hold on to it like it was a lump of gold. I promise, you you will not regret it.
/me is happy happy me has Wally again.
-- .- -.-- / - .... . / ..-. --- .-. -.-. . / -... . / .-- .. - .... / -.-- --- ..- .-.-.-
--- .... / -.-- . .- .... --..-- / .- -. -.. / .--. .-. .- .. ... . / - .... . / .-.. --- .-. -.. / ..-. --- .-. / .... . / --. .- ...- . / ..- ... / -.-. .... --- --- -.-. .... --- --- ... .-.-.- / ---... .--.

Playing with my patchpack? Ask questions on usage and report bugs in the correct thread first, please.
All included patches have been modified and are no longer 100% original.
Antonio1984
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

I'm worn out :D
added: crain, fire escape, large door for load/unload cargo..I think it can be sufficient...
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hyperion
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Re: New Graphics - Blender ".blend" thread

Post by hyperion »

Antonio1984 wrote:I'm worn out :D
added: crain, fire escape, large door for load/unload cargo..I think it can be sufficient...
you're right.i think your depot is very good and it has enough details IMO.
i don't think you have to add more objects.

good work and go on.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Antonio1984 wrote:I'm worn out :D
added: crain, fire escape, large door for load/unload cargo..I think it can be sufficient...
Good, I need the other view.
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 Antonio1984 »

maquinista wrote:
Antonio1984 wrote:I'm worn out :D
added: crain, fire escape, large door for load/unload cargo..I think it can be sufficient...
Good, I need the other view.
which other?isn'it a single view for the ship depot?
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Antonio1984 wrote:
maquinista wrote:
Antonio1984 wrote:I'm worn out :D
added: crain, fire escape, large door for load/unload cargo..I think it can be sufficient...
Good, I need the other view.
which other?isn'it a single view for the ship depot?
Not, there are two views, the other is rotated 90º.
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 Antonio1984 »

I have big problems...because I can't rotate the building..because the roof still in its position...maybe a bug of blender or I have do something wrong...
Maybe I have to rotate of 90° the camera...
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Re: New Graphics - Blender ".blend" thread

Post by Jupix »

If you rotate the camera, won't that mess up the shadows / lighting?
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Render de previous frame, or the next frame. Use this button:
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Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Leanden
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Re: New Graphics - Blender ".blend" thread

Post by Leanden »

Excellent job antonio, missing the vents tho :D
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Re: New Graphics - Blender ".blend" thread

Post by neob »

maquinista wrote:Render de previous frame, or the next frame. Use this button:
what does it do and how is this button called? (i got a light different menus)

Antonio1984 wrote:I have big problems...because I can't rotate the building..because the roof still in its position...maybe a bug of blender or I have do something wrong...
Maybe I have to rotate of 90° the camera...
my trick is using an empty obj and assign it to everyone as a parent (just like the 'helper' obj holds the 'camera' and the 'sun')
then rotating = changing 0 to 90 only on the parent, its very useful if you working with few tiles/objects simultaneously.
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

I've resolved..thanks maquinista...
Does anyone answer at my question about the buildings of farm...
"...to replace the sprites 2108 and 2109 (the house in the farm), can I design 2 distinct buildings in 2 distinct sprites?
Because I see that in the original there is one building that crosses 2 sprites..."
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Zephyris
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Coal mine, including all 3 buildings, all 3 construction stages, the 3 animation frames and 3 piles of coal. Ground tile not included/done (has it already been made?). Tesselation of the belts/cables hasn't been tested but should be fine.

The full .blend sources and sprites zip are available at the 32bpp repo here: http://www.jupix.info/openttd/gfxdev-re ... ile&id=165

BTW, I think someone mentioned having coded the oil well sprites, are these avaiable anywhere, it would be good to put them on the repo and wiki with appropriate links and sources.
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

And a mockup, I think the coal piles are a bit too large looking at this, but it should just be a simple resize job to get them to a better size.
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Re: New Graphics - Blender ".blend" thread

Post by tsjook »

Niiiice!

I agree that the coal piles themselves could be a bit smaller. Next to that I suggest more smudges and coal dust spots elsewhere on the ground. Now the area looks too 'clean'.
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Re: New Graphics - Blender ".blend" thread

Post by toooomas »

Antonio1984 wrote:I'm worn out :D
added: crain, fire escape, large door for load/unload cargo..I think it can be sufficient...
I think that the windows need some sections inside. When comparing the windows with doors, it seems that the windows are approx 4...5 m wide and 2...2,5...3 meters high. The hangar isn't some expensive business building or something like that to afford so big single glass made windows. I think that the windows should look like on those Google Images or at least have the max width measure for one glass ca 1,5m. The height - 2m should then be OK.

Also about the skylight, this also should be a bit more realistic. Like this for instance.

A little Sample:
Image
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Zephyris: very very nice...my only advice is the same of tsjook...dirty th ground and it is perfect!
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Re: New Graphics - Blender ".blend" thread

Post by Xand »

Also the buildings of the coal mine are way too clean. It should have some dirt on it like the in the orginal one and could have some broken windows. Discoloration of the wood. Now the coal mine looks brand spanking new.

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Re: New Graphics - Blender ".blend" thread

Post by Killer 11 »

Zephyris wrote:And a mockup, I think the coal piles are a bit too large looking at this, but it should just be a simple resize job to get them to a better size.
It does look a tad bit too dark, when you look at all the other sprites.
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Killer 11 wrote:It does look a tad bit too dark, when you look at all the other sprites.
True, I will lighten it up a bit.
Antonio1984 wrote:Zephyris: very very nice...my only advice is the same of tsjook...dirty th ground and it is perfect!
tsjook wrote:Next to that I suggest more smudges and coal dust spots elsewhere on the ground. Now the area looks too 'clean'.
This mockup is done on the bare earth tile, not the industry ground tile. The industry ground tile can be more dirty/have track marks etc. but I didn't know if it was made already.
Xand wrote:Also the buildings of the coal mine are way too clean. It should have some dirt on it like the in the orginal one and could have some broken windows. Discoloration of the wood. Now the coal mine looks brand spanking new.
TBH I don't think it should look all broken, it is a fully functional coal mine; the picture you posted is of a building which looks like it has been unused for decades!
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