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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athanasios
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Re: New Graphics - Blender ".blend" thread

Post by athanasios »

Ten times better than your previous one! True it needs a lot of work still, but I assume you will manage it. Seems you have big potential.
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

I added a stairs shaft in the front and thought of redoing the roof. I think it didn't look good with THOSE windows there, so I have to think something better. :)

Anyway, the pic is here

I know I have to give it some sort of texture :) (or do I?)
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PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
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Re: New Graphics - Blender ".blend" thread

Post by Gramble »

The last model looked more like the original, but this model looks much better than the last one. But that's a general question. Do we want to remodel the old ones, or is it OK, if they're looking a bit different. I've got no answer to this question. Thus I like this model much more than your last.
The color of the windows is also good. It's not perfect, but ways better than the official material. If you want to change them, I would suggest to do the texture first, because the windows have to match with the texture.
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Re: New Graphics - Blender ".blend" thread

Post by athanasios »

Last is much better.
My suggestions:
1. Second raw of windows on top doesn't make sence. I know it is in original graphics but we shouldn't repeat same mistakes. Remove and see my image for what I suggest.
2. Height of entrance should be same with that of windows. Seems you make the same mistake with the bank here.
3. Add some eye candies: pipes, an adv. board where there are no windows.
4. Original sprite has brown side. I don't like it, it doesn't match with the mauve windows, but you can imitate some dust on the side and some rust if you draw a pipe.
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Re: New Graphics - Blender ".blend" thread

Post by Gramble »

The second raw does not have to be a mistake. I saw s.th. like this (maybe not lower, so that there could be windows) several times.
The advertising wouldn't fit in the game I think. If you look at this building you would always look on the advertising. Thus you would always recognize, that you find this building several time. There is no need to have windows on every side. In reality most buildings are not completly covered with windows.

The oother suggestion are very good. I would maybe lower the first floor instead of change the size of the door. The ceiling between the ground floor and basement is in the underground. Thus the first floor should be a bit lower than the other floors. I hope you understand what I mean.
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Re: New Graphics - Blender ".blend" thread

Post by Red*Star »

Gramble wrote:The second raw does not have to be a mistake. I saw s.th. like this (maybe not lower, so that there could be windows) several times.
The advertising wouldn't fit in the game I think. If you look at this building you would always look on the advertising. Thus you would always recognize, that you find this building several time.
What about an advertise sprite randomizer? :lol:
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

I might even think of doing it, if devs can make the sprite randomizer.

I have few ideas of those adverts - (not only on my building, but those can be used by many buildings :))
  • openttd
    tt
    pic of an airport, goes only if town has any
    pics of industries. the chance of them being on ads would depend, if a city has any nearby industries.
    put your money in OUR bank - or else :P
    and so on

Edit:

Anyway - take a look on this.
The brown thing on the roof is something I'm not so sure about.
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PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

Gramble wrote: Any comments?
Yes,
First, big improvement, this is starting to look very nice.

Second, some suggestions, just my personal opinion:
-Consider one or two rows of bricks just 'sticking out' a bit: see picture of original
-As you said yourself, add some more details:
Things I miss most: window sills, the absence make the building look a bit unfinished
rain gutters ( I don't know if this it the correct english word, I mean the half pipes below the edge of the roof that collect the rain water and flush them to the rain pipes ), and the pipes.
-This one is a matter of taste, I think I would like it even more if it were just a little more red, instead of orange.

But in general: keep up the good work.

Lord Azamath,

I'm not sure about that brown thing either, well, come to think about it, I am sure: I don't like it, sorry :(
Apart from that, it's great, but it is just a little too 'clean' if you know what I mean
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Re: New Graphics - Blender ".blend" thread

Post by DaleStan »

lordazamath wrote:I might even think of doing it, if devs can make the sprite randomizer.
What? You mean like random action 2? Which has been supported, for town buildings, in OpenTTD for ... how long now, Belugas? Is it years yet? Or just somewhat over a year?
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Re: New Graphics - Blender ".blend" thread

Post by Jupix »

GeekToo wrote: I'm not sure about that brown thing either, well, come to think about it, I am sure: I don't like it, sorry :(
Me neither, really, it's because it doesn't suit the style of the rest of the building. Plus the color is a bit iffy, I think it should be brighter, maybe a light pastel or almost white like the rest.

Also, about the door, I think it should be a bit narrower or a bit wider, now I think it's somewhere in between and not quite realistic.

Overall I love the building though. It's got a clean feel to it, which I appreciate (none of the other graphics in OpenTTD look particularly dirty).
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Re: New Graphics - Blender ".blend" thread

Post by athanasios »

You have talent. The way you dealt with last floor addinf a roof proves it! I like this building more and more!

Points:
1. The red/brown on roof doesn't fit with rest of building.
My suggestion: Make the rest grey roof 2 - 4 % darker, not more. Just to stand out from the building. Do not colorize it . It is OK as it is. The red/brown should be made turned to gray. It should be again darker that rest of roof to stand out, but also not much (2 - 4%).
2. The top door is really wide. If you can make it appear that it has 2 leafs it can remain as it is. Otherwise make it more narrow (not much a pixel cut from each side would suffice.)
3. Do not forget to put the railing at the back side of the building. The railing in front is very cool. 8)
4. There is nothing wrong with ground floor. I counted height and found that it is equal for all floors of your building. What remains is to make the door higher, like in the new Bank graphic.
5. Resize for OpenTTD tile size and we play! :lol:
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

DaleStan wrote:What? You mean like random action 2? Which has been supported, for town buildings, in OpenTTD for ... how long now, Belugas? Is it years yet? Or just somewhat over a year?
What? You mean like newgrfs ?
Since you seem to know your stuff so well , maybe you can explain to us how to encode a newgrf for 32bpp .png files?
Or is there just a tiny possibility that for 32bpp graphics some development work still needs to be done?
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Re: New Graphics - Blender ".blend" thread

Post by Vikthor »

IIRC, 32bpp sprites just replace the 8bpp, so if you code a normal Newgrf file(which does not have to have 8bpp sprite, 1px transparent blue will do) and then supply 32bpp sprites with corresponding sprite, the game will automatically use them. Details can be found in docs/32bpp.txt in the source code.
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Some houses, texturing, scaling and basing will be done once the new gfx standards are finalised.
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Re: New Graphics - Blender ".blend" thread

Post by Jupix »

Extremely good looking!
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Re: New Graphics - Blender ".blend" thread

Post by Gramble »

New grf standards? I'm quite new to this forum ... Could someone give any information about these new standards or a link, please?
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

Zephyris wrote:Some houses, texturing, scaling and basing will be done once the new gfx standards are finalised.
Very good looking :)

But that 'new gfx' standard is a new thing to me too. What would be changed there? And how far are we from it?
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

I'm referring to:
Finalisation of the scale (these are currently at approx 10m/tile) - probably going to be 12.5m/tile
Further standardisation of materials such as bricks, slate, tiles, etc. (I have some WIP textures for this purpose)
A standard grass material for basing countryside buildings (Will hopefully be released once terrain work is deemed complete)

I don't mean some big mystical inside knowledge only standard! Just finalisation of the current 32bpp system...
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Re: New Graphics - Blender ".blend" thread

Post by Gramble »

This Thread says, that is is already standard, that one tile is 12.5m.
The grass tiles are finished as I appreciate. You already find a grf-set with the new grass tiles which are looking very well. But as you can see in the thread above, there should be transparency instead of grass. It's a bit complicate , but it would be gorgeous to have different seasons.
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

The problem is a lot of that was planned and implemented on the 32bpp branch , which then died and got replaced by the current system. The closest there is to a set of standards at the moment is: http://www.tt-forums.net/viewtopic.php?f=36&t=32532, and a vague assumption that the old lighting setup and standard materials are correct.
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