New Graphics - 3ds Max - Thread

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

User avatar
Pendrokar
Engineer
Engineer
Posts: 115
Joined: 07 Aug 2006 13:47
Skype: Pendrokar
Location: Riga, Latvia

New Graphics - 3ds Max - Thread

Post by Pendrokar »

Well I don't want to learn another graphics program so I still will use 3ds Max.
Here is an Example of the Water Tower in sub-tropical climate.

I really really really really really really really really really need suggestions on what to add how to put light as correctly as with blender. How should I put the camera and so on. :?
I'm planning to add some Water Barrels.
Attachments
White Wood Water Tower - WWWT<br />Made with 3D Studio Max v8.0
White Wood Water Tower - WWWT
Made with 3D Studio Max v8.0
White Water tower.png (159 KiB) Viewed 10309 times
User avatar
Pendrokar
Engineer
Engineer
Posts: 115
Joined: 07 Aug 2006 13:47
Skype: Pendrokar
Location: Riga, Latvia

Post by Pendrokar »

The only thing I need is an Official Texture of a Desert Tile!!!!
User avatar
Ben_Robbins_
Tycoon
Tycoon
Posts: 1234
Joined: 20 Nov 2005 01:56
Location: Abu Dhabi, UAE

Post by Ben_Robbins_ »

Nice model, very true to the original. The top could/should be covered in durt I recon, as well as some dirt on the sides. (a bump map/noise?)

Ive attached what I use for a max equivelent light setup, but I will definatly change it when the blender lightsetup is garanteed not to change any more. The plain is 1 openttd tile, and the bottom right screen is set to the correct size (render 640-480). Stick a camara there if you want. (there is no camara there as present, its false advertising in the file name)

Materials will appear very bright. To get them to appear similar to how they apear with defualt lighting, set each material's RDG Level to about 0.55 (Textures-Maps-Diffuse-Output)

There is no completed desert texture yet, that I know of...
Attachments
Light-Camara Setup.rar
(20.92 KiB) Downloaded 426 times
Ben
User avatar
Killer 11
Tycoon
Tycoon
Posts: 2463
Joined: 06 Jan 2004 18:38
Location: Kaunas, Lithuania
Contact:

Post by Killer 11 »

funny looks almost exactly like my model...
User avatar
Born Acorn
Tycoon
Tycoon
Posts: 7596
Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:

Post by Born Acorn »

Yeah, we should get arctic/desert ground tiles done. Do we even have a temperate set of tiles yet?
Image
User avatar
Ben_Robbins_
Tycoon
Tycoon
Posts: 1234
Joined: 20 Nov 2005 01:56
Location: Abu Dhabi, UAE

Post by Ben_Robbins_ »

Don't think so. Alltaken said that artic was originally completed, but at half the size. So I don't think any tiles are done. But I may be wrong.
Ben
User avatar
Pendrokar
Engineer
Engineer
Posts: 115
Joined: 07 Aug 2006 13:47
Skype: Pendrokar
Location: Riga, Latvia

Post by Pendrokar »

Killer 11 wrote:funny looks almost exactly like my model...
http://www.tt-forums.net/viewtopic.php? ... wer#439553

Funny I don't think so brother lithuanian.:wink:
Took a lot of time to find your model. :(
Born Acorn wrote:It looks a lot more like the original, but Crazy Vaclav already made a water tower, and all water towers do the same thing.
I searched the Forums and didn't find a Water Tower created by Crazy Vaclav.

Plus is there a place where I can find models that are being created or already created, so that I and some others wouldn't try to make em???
User avatar
Ben_Robbins_
Tycoon
Tycoon
Posts: 1234
Joined: 20 Nov 2005 01:56
Location: Abu Dhabi, UAE

Post by Ben_Robbins_ »

For created graphics or ones in progress check down the bottom of here: http://wiki.openttd.com/index.php/GFXDev:Main_Page "Graphics Exhibition". Not everything seems to make its way on to there though, such as the water towers.
Ben
User avatar
Pendrokar
Engineer
Engineer
Posts: 115
Joined: 07 Aug 2006 13:47
Skype: Pendrokar
Location: Riga, Latvia

Post by Pendrokar »

Ben_Robbins_ wrote: Materials will appear very bright. To get them to appear similar to how they apear with defualt lighting, set each material's RDG Level to about 0.55 (Textures-Maps-Diffuse-Output)
RDG Or you mean RGB (Red-Green-Blue)???
But if you can show in "step by step" way!!!

PS. When I load the file it can't find somekinda Open-ttd.png file is it important?
User avatar
charlieg
Transport Coordinator
Transport Coordinator
Posts: 323
Joined: 08 Oct 2003 14:07
Contact:

Post by charlieg »

Am I the only one who looks at that model and think "impossible triangle" like illusion?

There's no way, given that the base width seems the same as the cylinder diameter, that those pylons would tuck inside the cylinder like that.

Also when have you seen such wide metal used in scaffolded supports?
Open source tycoon games
--
Free Gamer - open source and Free Software games
FreeGameDev forums - open source game development community
User avatar
Pendrokar
Engineer
Engineer
Posts: 115
Joined: 07 Aug 2006 13:47
Skype: Pendrokar
Location: Riga, Latvia

Post by Pendrokar »

charlieg wrote:Am I the only one who looks at that model and think "impossible triangle" like illusion?

There's no way, given that the base width seems the same as the cylinder diameter, that those pylons would tuck inside the cylinder like that.
I tried to make it as it's predecessor.
charlieg wrote: Also when have you seen such wide metal used in scaffolded supports?
The TTD Water Tower, the 3 circles around it that's metal, right.
Attachments
Work Still in Progress!! Needs dirt.
Work Still in Progress!! Needs dirt.
White Water tower2.png (133.03 KiB) Viewed 9810 times
MeusH
Tycoon
Tycoon
Posts: 4349
Joined: 25 Oct 2004 15:39
Location: Mississauga

Post by MeusH »

Try adding lights (the sun) to cast shadows. Currently there are no easily-visible shadows. Futhermore, get rid of the ground when finishing the water tower.
User avatar
Field-Mouse
Traffic Manager
Traffic Manager
Posts: 193
Joined: 03 Jan 2006 12:04
Location: Sweden
Contact:

Post by Field-Mouse »

Looks nice :) But I agree with above comments, some sand on top and a little on the side perhaps.. Not much, just a little to make it look "not that perfect" on the surface. Also, those metal supports looks weird, I must say. It might have something to do with the texture projection, but I cant say.. Its kinda hard to see the real shape of it, some of the metal "grids" looks very big and awkward (or whatever that word is) :) Otherwise it looks very nice! BTW, I didnt want to change 3d program either, so I just learnt the VERY basics of blender and decided to export my models from XSI to blender. Seems to work, but I havnt finished yet :P If I remember right, a .blend file will be required anyways?? Believe I read that somewhere..
User avatar
charlieg
Transport Coordinator
Transport Coordinator
Posts: 323
Joined: 08 Oct 2003 14:07
Contact:

Post by charlieg »

Pendrokar wrote:
charlieg wrote:Am I the only one who looks at that model and think "impossible triangle" like illusion?

There's no way, given that the base width seems the same as the cylinder diameter, that those pylons would tuck inside the cylinder like that.
I tried to make it as it's predecessor.
You can always improve on the predecessor...
Open source tycoon games
--
Free Gamer - open source and Free Software games
FreeGameDev forums - open source game development community
User avatar
Ben_Robbins_
Tycoon
Tycoon
Posts: 1234
Joined: 20 Nov 2005 01:56
Location: Abu Dhabi, UAE

Post by Ben_Robbins_ »

Pendrokar: I ment RGB.
Ive attached a step by step way. (Click the Red Squares, alter the blue, drop down the yellow)
Not shore what open-ttd.png is...just ignore it I guess!
Attachments
MaxExample.png.rar
(102.36 KiB) Downloaded 327 times
Ben
User avatar
Pendrokar
Engineer
Engineer
Posts: 115
Joined: 07 Aug 2006 13:47
Skype: Pendrokar
Location: Riga, Latvia

Post by Pendrokar »

Ben_Robbins_ wrote:Pendrokar: I ment RGB.
Ive attached a step by step way. (Click the Red Squares, alter the blue, drop down the yellow)
Not shore what open-ttd.png is...just ignore it I guess!
aha thx!!

I have trouble with the dirt, because i can think of two ways to make:
1) I can make brown spots on the texture (Bad Idea because the texture repeats)
2) make a multi-material.
User avatar
Leru
Engineer
Engineer
Posts: 3
Joined: 08 Sep 2006 20:11
Location: Poland, Olsztyn
Contact:

Post by Leru »

Pendrokar -> shouldn`t it suppose to be ortographic projection ?
I don`t think that TTD graphics are with perspective. Try using OP on the camera. I think it`ll look more "from-TT-taken" ;)
User avatar
Ben_Robbins_
Tycoon
Tycoon
Posts: 1234
Joined: 20 Nov 2005 01:56
Location: Abu Dhabi, UAE

Post by Ben_Robbins_ »

Leru: The renders are currently orthographical...?

Pendrokar: 1 idea is to lay plains of dirt over the top, with opactiy maps on. If it repeats, you could try uv unwrapping it, or just make 1 larger texture with the dirt on.. just mess about a bit.
Ben
User avatar
Leru
Engineer
Engineer
Posts: 3
Joined: 08 Sep 2006 20:11
Location: Poland, Olsztyn
Contact:

Post by Leru »

Ben_Robbins -> well as I can see they`re not. I don`t know, I just have this strange feeling that perspective is used in these renders.

As for the dirt maps: well I think that most people underestimate the power of procedural maps. Give it a try with some good noise with noise in the opacity channel. By using that kind of maps you`ll get rid of tiling problems without unwraping it. Though this model is fairly easy to put UV coordinates it is still a lot less work with procedurals.
User avatar
Pendrokar
Engineer
Engineer
Posts: 115
Joined: 07 Aug 2006 13:47
Skype: Pendrokar
Location: Riga, Latvia

Post by Pendrokar »

Leru wrote:Pendrokar -> shouldn`t it suppose to be ortographic projection ?
I don`t think that TTD graphics are with perspective. Try using OP on the camera. I think it`ll look more "from-TT-taken" ;)
They are ortographic, I rendered them from USER viewport.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: ucetcislo1 and 22 guests