
New Graphics - Blender ".blend" thread (Works In Progress)
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- Tycoon
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- Tycoon
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- Tycoon
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I vote for B, but change a bit. I think you can make a 'logo' just like the real one on the place as shown as the picture before my post. Maybe a round 'dot' and the company colour. Another problem is, the 'head' should be smoother, this is too 'sharp'. The wings should be larger, because the engine behind there is a lot bigger, and its too long, which makes it not realistic. You should use a reference image when you model it, to make it looks real
(not just looking at it, but following exactly what is the scale of the plane)
Thanks

Thanks

Which model you meaned? S_U52 or BL_LB80? I made both of them according to blueprints!!! So models and sizes are realistic!!!!!!!!!!Need_Help wrote:I vote for B, but change a bit. I think you can make a 'logo' just like the real one on the place as shown as the picture before my post. Maybe a round 'dot' and the company colour. Another problem is, the 'head' should be smoother, this is too 'sharp'. The wings should be larger, because the engine behind there is a lot bigger, and its too long, which makes it not realistic. You should use a reference image when you model it, to make it looks real(not just looking at it, but following exactly what is the scale of the plane)
Thanks

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- Tycoon
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I vote for B for both planes. Really awesome artwork 

Denke nie gedacht zu haben, denn das Denken der Gedanken ist gedankenloses Denken.
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Well I've reached quite a big hurdle. Railway track lining up; here’s the problem with illustrations.
A) If I want to get all the rail tiles to line up I have to have the diagonal tiles very thin. If I make the diagonal the same thickness then the 2 don't line up. This problem is so because the joining angle of any 2 sides should be the average of the adjacent angle to the 2 interconnecting rail pieces, but in TT it is fixed along the tile edge.
B) If I then set the corner to be at this average point then they line up but...
C) Then it doesn't work for diagonal to diagonal in the same direction. I then thought of a solution, and it was to have the near side of each tiles rails come off the till and curve inwards as in E, but
D) When a Straight level rail piece is put on square 2 it renders later. I'm not shroe why, because both tiles 2 and 3 both have a rocky embankment sprite included, but 3 does not render late, while 2 does.
E) the consequence is that the curved in ends are exposed at the edge of tile 2.
Now what’s the solution? Should I just make diagonal rails thin and look odd? or is there a way to…
1) Stop these tiles (there’s a few situations) rendering late, as they don't need to because the Stony Embankment doesn't over lap the tile, or
2) Is there a way to attach a mask which can be used on the problem tiles and remove the end bit, or
3) Just make more variations of tiles so this problem doesn’t occur at all. (If this, then I would suggest that tiles should still be added in exactly the same way, but if x is next to y then tile z sorta thing should make them display the appropriate tile. There would be many many combinations though.
A) If I want to get all the rail tiles to line up I have to have the diagonal tiles very thin. If I make the diagonal the same thickness then the 2 don't line up. This problem is so because the joining angle of any 2 sides should be the average of the adjacent angle to the 2 interconnecting rail pieces, but in TT it is fixed along the tile edge.
B) If I then set the corner to be at this average point then they line up but...
C) Then it doesn't work for diagonal to diagonal in the same direction. I then thought of a solution, and it was to have the near side of each tiles rails come off the till and curve inwards as in E, but
D) When a Straight level rail piece is put on square 2 it renders later. I'm not shroe why, because both tiles 2 and 3 both have a rocky embankment sprite included, but 3 does not render late, while 2 does.
E) the consequence is that the curved in ends are exposed at the edge of tile 2.
Now what’s the solution? Should I just make diagonal rails thin and look odd? or is there a way to…
1) Stop these tiles (there’s a few situations) rendering late, as they don't need to because the Stony Embankment doesn't over lap the tile, or
2) Is there a way to attach a mask which can be used on the problem tiles and remove the end bit, or
3) Just make more variations of tiles so this problem doesn’t occur at all. (If this, then I would suggest that tiles should still be added in exactly the same way, but if x is next to y then tile z sorta thing should make them display the appropriate tile. There would be many many combinations though.
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