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 Made with 3D Studio Max v8.0
White Water tower.png (159 KiB) Viewed 10310 times
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...
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_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?
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.
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 If I remember right, a .blend file will be required anyways?? Believe I read that somewhere..
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!
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.
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"
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_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.
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.