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

Post by Korenn »

Jupix wrote:
DaleStan wrote:
Ben_Robbins_ wrote:peter1138: hmm, yeah. Removed. (annoying that windows keeps sticking it back everytime I go up to the folder it's in.)
You can make that not happen, I'm pretty sure.
Indeed you can, it's in the explorer folder options somewhere. I'm not on a Windows box currently so I can't be more specific, I just now it can be disabled.
the easiest way is to simply use a viewmode other than thumbnail view ;)
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Re: New Graphics - Blender ".blend" thread

Post by Mchl »

I'm pretty sure the lady in top left corner was my literature professor in secondary school... Now she's moved to managing transport companies... How I envy her...
These faces are awesome...
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Re: New Graphics - Blender ".blend" thread

Post by PouncingAnt »

Soeb wrote:They're for GeekToo version. That's why they don't work with actual version.
Ben_Robbins_: Beautiful faces!
Wacki: Great hotel! But I don't see any building 2x2 in tropical climate.
How odd. I thought the view face window was a fixed number of pixels big?
I assume this has been/will be changed in GeekToo's version? (Otherwise there wouldn't be much point making it so big, I guess)
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Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

PouncingAnt wrote: I assume this has been/will be changed in GeekToo's version? (Otherwise there wouldn't be much point making it so big, I guess)
You're right, the code is already in
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

Ben_Robbins_ wrote:Double posting to break the silence. This weekend I've worked on the company boss's. I've only done the European faces so far, I'll move on the African ones next I think. All the sprites are 'done' to the first stage, so I'll post them now for general opinions. (I completely randomly grabbed 24 from game) There in numbered columns for referencing if people want. There is some issue with some of the sprite edges in this image as well because of the resizing (e.g. edge of eyes sprite), and the team colours on the backdrop aren't quite right as well.

EDIT: re-uploaded the .tar with the correct folders in, so it should just work. Thanks Geektoo.

the faces in general look nice, but if you look a little better you can see straight lines where you editted the eyes in, can you either try to blur that away or try to make it less sharp?

bio

@ wacki, great hotel, i feel it lacks details on the ground level and its to clean (try to break it up in some way (wood planks in front of fake abandonned appartment)
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Re: New Graphics - Blender ".blend" thread

Post by PouncingAnt »

GeekToo wrote:
PouncingAnt wrote: I assume this has been/will be changed in GeekToo's version? (Otherwise there wouldn't be much point making it so big, I guess)
You're right, the code is already in
Forgive me for posing this question instead of finding out for myself. It seems you've done a lot more work on that project than I thought. I shall have to take a gander at it. :)
NB: the below challenges are still open for submission, so feel free to perform necromancy on them!
Try the PouncingAnt National Monopoly Challenge
Or even better, the PouncingAnt National Monopoly Challenge 2
Or better still, the PouncingAnt National Monopoly Challenge 3
Or, the PouncingAnt National Monopoly Challenge 4

Or try my scenario instead!

-(A lazy) OpenTTD Japanese Translator-
-(A lazy) PNGcodec user-
"You get what you pay for, so pay attention!"

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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

ZxBiohazardZx: The lines between things such as the eye's and side of the face are a result of the resizing issue, (as stated in the quote...) which Geektoo has just said has been sorted in the other thread. If you check them at z1 you will hopefully notice they are not apparent.

PouncingAnt: If you want to resize them to normal zoom, then feel free to do so. Edit the .bat file so that each figure is halved (odd numbers divide by 2 and round up), then shrink all the sprites by 50%, but use a method such as 'nearest neighbour' so that semi-opaque lines don't appear between the elements of the face.

Since I'm posting, I'll attached this. The 50 years of Lego in it's current form put me in the mood for making some Lego company managers, so I modelled a few bits, but I don't think I'll continue with this for the moment cause it will take way to long to finish.

Also, In relation to making the trains all short and stumpy. I had a quick mess around with the Eurostar (photoshoped), and is it plausible to make 'both' ends work in pairs of carriages?...also, in doing this, I assume it would greatly limit the amount of trains available as the sprites get used to make the elements of 1 train. I did squash it down even further, but it just stop's looking like the train is should be once the angles/curves are effected, and there are too many features along the train to chop it up much more.
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test1.png
test1.png (107.77 KiB) Viewed 8495 times
5 faces.PNG
5 faces.PNG (167.27 KiB) Viewed 1362 times
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

Ben: You might want to show your lego-guys in brickland thread too :)

WIP Oil Refinery

I started a new industry, oil Refinery.. Currently have models of Oil Tanks only.. But don't despair :P I will improve them and make other parts too.
oil_tank.png
oil_tank.png (54.16 KiB) Viewed 8290 times
The reference picture :P
http://texnrails.com/images/structure/tms/1000401.jpg
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Re: New Graphics - Blender ".blend" thread

Post by Korenn »

Ben_Robbins_ wrote:Also, In relation to making the trains all short and stumpy. I had a quick mess around with the Eurostar (photoshoped), and is it plausible to make 'both' ends work in pairs of carriages?...also, in doing this, I assume it would greatly limit the amount of trains available as the sprites get used to make the elements of 1 train. I did squash it down even further, but it just stop's looking like the train is should be once the angles/curves are effected, and there are too many features along the train to chop it up much more.
I think grf files can allow this, and it doesn't even have to limit the amount of trains that much, the graphics would be done using wagon overrides.
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

I rerendered my Tropical Bank to full zoom variant. Now I see it lacks some texturing in some places, where I couldn't see it before when it was small. Anyway, I'll give you *blend file too this time :) so you can change it. To get this into GeekToo's patch it needs cutting. the base tiles should be the ones Ben_ Robbins_ gave some time ago.

link here
Tropical_Bank-v0.3.6-12,5x25.png
Tropical_Bank-v0.3.6-12,5x25.png (134.45 KiB) Viewed 8026 times
Tropical_Bank-v0.3.6.7z
(1.84 MiB) Downloaded 250 times
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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 DeletedUser5 »

I can give it a try and cut it and code it. But when you'll or someone else make it with base tiles. And only if you want it.

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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

No. The base tiles will be the ones what Ben gave. Then it'll look ok.
banktiles.png
banktiles.png (3.09 KiB) Viewed 8007 times
2184&2185 are those Ben's tiles. And 2184&2187 are my bank, cut in half. If you don't do them as separate, then the selector sprites will be under the base sprites, not over them. See the thread of this bank http://www.tt-forums.net/viewtopic.php?f=36&t=33351 for reason.

madis

EDIT: Or actually... I'll give you another, better render.. I noticed some things which aren't good. Wait a mom.
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 DeletedUser5 »

I forgot there are 4 sprites for bank not two. I'll post here a .tar soon.
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

Ok.. The new render is here.. I removed some glitches.

madis
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Tropical_Bank-v0.3.6-12,5x25.png
Tropical_Bank-v0.3.6-12,5x25.png (133.98 KiB) Viewed 8035 times
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 richk67 »

Im not allowed one word posts... so....

Drooool, slobber, slobber :) :)

8bpp conversion puhleeeeeze :)
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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Re: New Graphics - Blender ".blend" thread

Post by athanasios »

So lordazamath you are not a good artist and you prefer coding... :roll:

Well, from what I see I don't think so! :lol:
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Re: New Graphics - Blender ".blend" thread

Post by Slye_Fox »

The nearly complete Brush Class '47'
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Re: New Graphics - Blender ".blend" thread

Post by Paxinum »

Nice work, both on the bank, and the train!
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Re: New Graphics - Blender ".blend" thread

Post by DeletedUser5 »

Well, finally I've codded it. Here's a .tar. No screenshot for that because you can see how it look on render.

I know I should cut sprites but it would have same weight and it works fine.
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tropicalbank.tar
(210 KiB) Downloaded 230 times
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Re: New Graphics - Blender ".blend" thread

Post by LordAzamath »

You've got offsets a little off.. Correct should be

Code: Select all

2186_z0.png x_offs=-253 y_offs=-136
:)
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tropical_bank_0.6.3.tar
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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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