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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dmh_mac
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Post by dmh_mac »

Looking good Vaclav.

Here's what I've been up to.

Two 2×2 buildings in a "futuristic" style.
They are still very much works in progress.

I have also been playing with a different light setup. This one uses an area light instead of sun and gives much softer shadows.
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16-highrise-a.png
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15-highrise-a.png
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Post by richk67 »

Absolutely awesome... more more... (in your own time of course) :lol:
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Crazy Vaclav
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Post by Crazy Vaclav »

Looking good as always.
I tried to do as you wrote, but when I hit assign, I get: "No vertex group is active".

I have now made a new plow, and moved the tanks a bit. I have also made actual fans for the things on the roof, but unfortunately they can't be seen in this picture. =/
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SD70MAC.png
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Last edited by Crazy Vaclav on 20 Dec 2005 18:01, edited 1 time in total.
dmh_mac
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Post by dmh_mac »

You're pressing the wrong assign button. You need to press the assign button below 'material' (same panel, right side).
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Crazy Vaclav
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Post by Crazy Vaclav »

Ah, now I got it. Works like a charm.
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ISA
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Post by ISA »

Crazy Vaclav wrote:Looking good as always.
I tried to do as you wrote, but when I hit assign, I get: "No vertex group is active".

I have now made a new plow, and moved the tanks a bit. I have also made actual fans for the things on the roof, but unfortunately they can't be seen in this picture. =/
Its awsom now, but....
I dont want to argue and nitpick with u but, little thing with weels and its ready i think.... :wink: :oops: If u can then there u need to make some detail changes... Is to glabrous, inelaborate :roll:
With good will .....
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Gorre
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Post by Gorre »

dmh_mac wrote:Here's what I've been up to.

Two 2×2 buildings in a "futuristic" style.
They are still very much works in progress.

I have also been playing with a different light setup. This one uses an area light instead of sun and gives much softer shadows.
Looks pretty good as always but I only think that the windows texture is somehow weird and doesnt look like windows to me at all.
dmh_mac
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Post by dmh_mac »

G0RR3 wrote:Looks pretty good as always but I only think that the windows texture is somehow weird and doesnt look like windows to me at all.
In what sense? Too dark? Too bright?
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Gorre
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Post by Gorre »

Too blueish, too plain and there are some weird blue pixels at the top windows (thats really weird). But I don't want to sound I dont like, I love it!
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Post by Jango »

how's that cathedral going GORR3?
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Post by Gorre »

Postponed. There are more important and essential tasks to do then buildings. But I will surely return to it once.
dmh_mac
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Post by dmh_mac »

G0RR3 wrote:Too blueish, too plain and there are some weird blue pixels at the top windows (thats really weird). But I don't want to sound I dont like, I love it!
I take it you're talking about the first building (the yellow one).
The blue colour is the reflection of the sky, so I dont think it's wrong.
The blue pixels are probably a result of low quality antialliasing + a bad bump map, I'll fix this.
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Gorre
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Post by Gorre »

I really did not realize you have posted two buildings at once :))
And yes, that might be caused by low aa level.
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Post by belugas »

dmh_mac : I prefer the first building a lot more then the second one.

IMHO, the second one looks too much as a meat chopper/mincer (don't know the correct word). It is futuristic allright, And I understand the world map shaped windows, but still...

Sorry to be a downer... :oops:
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shampie
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Post by shampie »

belugas wrote:dmh_mac : I prefer the first building a lot more then the second one.

IMHO, the second one looks too much as a meat chopper/mincer (don't know the correct word). It is futuristic allright, And I understand the world map shaped windows, but still...

Sorry to be a downer... :oops:
I agree, first one looks very nice, second one.. I dont see why architects would create it that way (in the future)?
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Post by Jango »

architects do weird designs all the time. what about the gherkin and the london bridge tower in london? what about that taipai 101 tower?
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Crazy Vaclav
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Post by Crazy Vaclav »

I enjoyed making that SD70 so much (btw, I've updated the picture above with a new bogie. Hope you'll like that one better.:wink:) so I decided to make a new engine. This time it's an SD38. I still have quite a lot of work to do, but this is how much I have done so far. Enjoy.

Ah, yes. I am thinking perhaps I should make the window corners rounder. What do you guys think?
Last edited by Crazy Vaclav on 22 Dec 2005 01:53, edited 1 time in total.
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ISA
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Post by ISA »

Crazy Vaclav wrote:I enjoyed making that SD70 so much (btw, I've updated the picture above with a new bogie. Hope you'll like that one better.:wink:) so I decided to make a new engine. This time it's an SD38. I still have quite a lot of work to do, but this is how much I have done so far. Enjoy.

Ah, yes. I am thinking perhaps I should make the window corners rounder. What do you guys think?
Upper one is exelent..... :bow:
Second one stairs want some works but else iis OK
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Crazy Vaclav
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Post by Crazy Vaclav »

Good call about the stairs. I had missed that.

Now I am afraid I have run in to some problems. I began playing around with the LSCM UV mapping today, and even though I managed to get some nice cuts of the mesh, all didn't go rigth. The pieces you end up with seems to be turned in the wrong direction. One of the long sides (the one you can't see on the picture above) seems to have the back towards me. Can I just change this in paint program, or can it be done inside blender?

The other problem occurs when I try to export it using python. It says something like "Pythong script error:Check console". Do I need to download something I don't have?
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Crazy Vaclav
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Post by Crazy Vaclav »

This is what I managed to do today.
I have also started work on the Union Pacific Centennial.
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SD38
SD38
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