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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brupje
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Post by brupje »

Raven wrote:Thanks :)

Sure, why not use them now that they're already done?

But please, excuse me if I don't have time to rescale and adjust them to OTTD standards. That killed my last attempt at working for OTTD, too much stuff to do!

I don't mind posting the files here. ! Oh, check this out, buses too, nice, I had forgotten about these ones. Don't recall the names, but they're american, orions and other things.

btw, since this is the blender thread, let me ask a thing or two.

I have whole sets in one blend file, each vehicle is a single object. I tend to use material library, but some times I append and manage to lose the 'link'.
Then imagine I want to compose a set, I have the diesels in one file, and the steamers in other. Then I append both into a rendering frame blend file, but for each material I get a .001 version. Is there a way to swap a material for all objects? Like make all [st]Iron.001 into [st]Iron. I know I can nod, but I'd prefer to get rid of the .001s forever.

But I don't want to spam files here and there. What should I do, and how should I do it?
Well this place is meant to be spammed with shiny images :p
If you post your blend files .rar-ed I am sure somebody can help you scaling/rendering them :)

If a material is linked to a library, when the material in the library changes it should be changed everywhere.
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Post by ZxBiohazardZx »

Ben_Robbins_ wrote:For any real advice it would be a lot easier if you stuck shots in with it in the correct light setup and the camera being in the right spot, as you did on the last images of it you attached. Good to see you've moved on and applied textures. Now you need to increase/decrease/tile them more/less. The grass looks like it could consume the depot at the tick.

For details just add anything you might see on a depot...electric box, hosepipe, tools, boxes, cupboards, chairs, sweeping brush, buckets. There are some things which are key features of a depot, but other odds and ends can just lie about.

You could also try breaking away from the simplistic overall shape, by adding guttering, extruding/intruding parts of the building, window frames/sills...etc.

Just go nuts on adding little things, that don't have to be the first thing you would think of when describing a depot.

Good to see your back to work though!
hehe i finally figured some stuff out, ill try to relocate my old+more detailled depot (hopefully @ school) and ill edti+texture it, also found the train depot, currently adding glass, bricks, drainage pipes....

hope that i can show you guys soon;)

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Post by ZxBiohazardZx »

Tag-Daze what settings are your glass (HQ3)
what texture is your wall (HQ3)
need roof-tiles, texture (link anyone???)
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Raven
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Post by Raven »

I'm not into developing OTTD graphically, I've got my own projects back into Simutrans.

Just thinking, we're both trying to develop a game out of freetime, devoting our skills to it, well, we're sort of brother in arms.

Why don't we just share all the stuff? You've got your style in OTTD, we've got ours in Simutrans. Ok, we've got the models, we've got half the job done, the only need a bit of tweaking to 'pass sides'.

I've been a bit obscurantist in the past, but I don't really mind uploading it all, as both projects could benefit from each other.

So there must be some kind of mutual agreement, as in: "I like what you do, I don't mind to see you messing with my files, but hey, mention me."

What you say? You as in OTTD graphic community
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pak96 Simutrans Depot
http://www.raven.simutrans.com
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Post by Ben_Robbins_ »

Raven: I say that’s a very good idea. Anyone that plays a part in the creation of graphics should be mentioned. I personally do not use blender as I assume you do? So personally there would be difficulties switching work to and fro, but in general combining efforts to reach goals quicker is a good thing. Ideally I think, if the central place for putting graphics appears, then WIP things could go there for others to tweak/finish/add to etc.

By the way, your vehicles are really nice. There is a definite style that is maintained threw out, and there a nice set.
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Post by Raven »

Well, they can be ported, 3dsmax I assume?, .obj might work. Perhaps materials will be no longer valid, but we have our own that can be quickly added anyway.

Then, which shall be the place? I'll ask Isaac for some space to keep a repository of my present/future material, I guess you have the wiki for that.

I'll drop you a line as soon as I start getting stuff online.

Regards
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Golden_Spike_ceremony_Promontory_Utah_May_10_1869.jpg
Golden_Spike_ceremony_Promontory_Utah_May_10_1869.jpg (43.36 KiB) Viewed 6373 times
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pak96 Simutrans Depot
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Post by ZxBiohazardZx »

train depot so far

need:

1) official lightning setup/camera setup
2) textures (bricks+glass+rooftiles)
3) help on more details=> what?

and some comments;)
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ZxBiohazardZx
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Post by ZxBiohazardZx »

found the light setup (alltaken linked)

rendering it now (takes ages) edit this post when done:P
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Sergej_S
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Post by Sergej_S »

:oops:
Last edited by Sergej_S on 19 Mar 2007 19:55, edited 1 time in total.
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Post by ZxBiohazardZx »

Sergej_S wrote:
ZxBiohazardZx wrote:found the light setup (alltaken linked)

rendering it now (takes ages) edit this post when done:P
I welcome you, the Author!

I liked yours of the Graphics.
It is excellent!

I make additional external to the Graphics for platform OpenTTD 32bpp in the form of files GRF/TAR.

You will allow using to me yours to the Graphics in the sets.

Your authorship - is natural - it will be specified with the indication of the country, city, your electronic address is on your choice :

Sergej
*kicks the free translator out of the door*

your making a forum (seen it)

i WILL allow you to use the graphics, HOWEVER: NOT FINISHED YET!

authorship is cool:P
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Post by ZxBiohazardZx »

Sergej_S wrote:
ZxBiohazardZx wrote:found the light setup (alltaken linked)

rendering it now (takes ages) edit this post when done:P
I welcome you, the Author!

I liked yours of the Graphics.
It is excellent!

I make additional external to the Graphics for platform OpenTTD 32bpp in the form of files GRF/TAR.

You will allow using to me yours to the Graphics in the sets.

Your authorship - is natural - it will be specified with the indication of the country, city, your electronic address is on your choice :

Sergej
proper language of his saying?

Welcome Author

I liked your Graphics
They are excellent

I am making an addition to the Graphics for OpenTTD 32bpp in the form of files GRF/TAR.

Will you allow me to use your Graphics in this set

Your authorship will be specified with the indication of the country, city, your electronic address of your choice
ZxBiohazardZx
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Post by ZxBiohazardZx »

ZxBiohazardZx wrote:found the light setup (alltaken linked)

rendering it now (takes ages) edit this post when done:P

Image
hmmz todo list:

1) texture
2) add ground-transparancy tiles on bottem/remove the floor-faces
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Sergej_S
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Post by Sergej_S »

:oops:
Last edited by Sergej_S on 19 Mar 2007 19:55, edited 1 time in total.
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Post by ZxBiohazardZx »

Sergej wrote:
It is the correct text in literary English?

Sergej
yes at least its better and less offensive
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Ben_Robbins_
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Post by Ben_Robbins_ »

Sergej_S: Please can you keep your requests to a PM, becuase within a short period of each new image appearing in here, you pop up with the same request. This is a thread for developing graphics, its not a just a showcase, and even if it was, it doen't need flooding with requests. Imagin if everyone was doing as you are doing, This place would be unusable.

ZxBiohazardZx: Your building looks a lot nicer now you have the right angles and softer textures being brought threw in the correct light setup. As you noted yourself, the next steps is to texture and sort out the ground.

I would suggest adding more little features that I, and others listed on the page before this. The windows would probably look more realisitic if you sink them back into the building rather than have them on top also. Your on the right tracks though, so keep making progress!

<edit> Are you checking the wiki also? The lightsetup is in there, so I'm surprised you had difficulty finding it. There are a handful of textures in there also, and plenty more around the internet.
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Post by TagDaze »

ZxBiohazardZx wrote:TagDaze what settings are your glass (HQ3)
what texture is your wall (HQ3)
need roof-tiles, texture (link anyone???)
My glass is a Plane with a very dark shade of blue, and its opacity set to 20.

In the model I have used some textures freely available on the wiki page.
The texture for the roof is an alpha blend with this texture and this texture.

(Edit, fixed the link... it pointed to a friends sketch. X-P)

Oh, and here is the render of what it currently is; I haven't really worked much on it due to lack of time, though. I'll probably put a bike in there against the shed, and some other stuff.
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Last edited by TagDaze on 19 Mar 2007 16:30, edited 1 time in total.
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Born Acorn
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Post by Born Acorn »

Wow, that looks much better, it's like it's been brought to life!
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Post by Psistorm »

indeed, the atmosphere of the building has changed a lot :)
the only thing Id advise would be to use a different texture for the main building, and maybe detail the windows a little more - it still looks a little bunker-ish to me, so, a little more detailing would do good :) - maybe put something on the roof? like some vents and ducts, stuff like this?

but otherwise, really impressed with how this has come along :)
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Post by Born Acorn »

Perhaps a more black tar for the roof, and a more reddish brick like this?
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brupje
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Post by brupje »

ZxBiohazardZx wrote:found the light setup (alltaken linked)

rendering it now (takes ages) edit this post when done:P
Change the sampling level to somewhat lower, it will look less nice, but does suffice for a work in progress ;p
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