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

Post by maquinista »

ZxBiohazardZx wrote:i keep working on the depot, i added the yellow/black striped things in front of the depot, i assume they are similar to this :

Image

thus my version has 2 triangular bars and a rounded edge beam above it

also narrowed the entrance a tiny bit compared to last version....
DEP_monorail_WIP_6_12,5F.png
comments plz:) i will add roof and more details later on in the process.....
I like it. The yellow/black color in the door is a good idea.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
ZxBiohazardZx
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

i forgot to send myself the file i need...

however:

1) can someone please CREATE a STANDARD concrete texture? (aka official .blend material or whatever)

I need concrete for the maglev pilars (post a .blend or link please)
I need YELLOW BRICK material for the walls (standard plz? .blend or link please)

2) comment current structure please, ill start on the roof as soon as i can get to it:)
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Teemes
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Re: New Graphics - Blender ".blend" thread

Post by Teemes »

j0rdax wrote:Can it go on the wiki?
j0rdax, I think your depot is definitely ready to go on the wiki. I like the amount of small details and the texturing. Looking forward to seeing more renders from you! 8)
ZxBiohazardZx wrote:can someone please CREATE a STANDARD concrete texture?
If there is no texture yet, feel free to define your own standard and link it to the wiki. AFAIK, there is no "committee" that judges on the inclusion of new official materials. The previous "official materials" have been designed by Ben Robbins or Aracirion, I guess, but I haven't seen them around lately (i.e. in the last year!). Unfortunately, you can't include it in the official_materials.blend, but you can link it on the graphics development or standardised materials page. Before you do so, please let the forum members comment and criticise.
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CryingCorvus
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Saddly the project looks like it has been stuck :? Leaders are gone. I made some thing for you
Its still work in progress but now i have something to begin with. I had no idea how first trucks of OTTD should look like becouse this couple pixels all looks the same :roll: thats why I made something that I think (i hope so) fit that awesome bus by Teemes. Thing is propably too short or something still not wright.
Look at this and I will hope to get some ideas from you... :arrow: :arrow:
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this is the truck
this is the truck
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ZxBiohazardZx
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

Teemes wrote:
j0rdax wrote:Can it go on the wiki?
j0rdax, I think your depot is definitely ready to go on the wiki. I like the amount of small details and the texturing. Looking forward to seeing more renders from you! 8)
ZxBiohazardZx wrote:can someone please CREATE a STANDARD concrete texture?
If there is no texture yet, feel free to define your own standard and link it to the wiki. AFAIK, there is no "committee" that judges on the inclusion of new official materials. The previous "official materials" have been designed by Ben Robbins or Aracirion, I guess, but I haven't seen them around lately (i.e. in the last year!). Unfortunately, you can't include it in the official_materials.blend, but you can link it on the graphics development or standardised materials page. Before you do so, please let the forum members comment and criticise.
my problem is that im not a very good artist yet, and really havent tried anything on materials for real, i can color my model with colors, but adding realistic materials is a different matter imo....

edit: im gonna see if i can get this tutorial working here, and then try the yellow/black thingy to be textured like that...

http://biorust.com/index.php?page=tutor ... l&tutid=85
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Re: New Graphics - Blender ".blend" thread

Post by LordDante »

I'm a rookie too but once you get the hang of it it's quite easy. Using blender here.. Once you select your mesh (edit mode), just select ALL the faces then make (press U) unwrap>smart projections, select the resolutions and now the tricky part here is that the uv map is saved via the menus which are not so intuitive...UVs>scripts>save uv layout

once you save the file just open it in gimp/photoshop/anything_worth_mentioning_here and start adding details
after youre done go to blender>image>open and open the new texture you just cooked :)
i tend to save the original uvmap unmodified and texture the copy, in case of aftertouches that destroy the lines :D

before you can actually see how your texture looks like you need to select the proper material/texface combination and you're ready to go

i use photoshop but the same method applies across the similar tools

say you want to create a texture of 256x256, copy paste the sample you wish into that empty 256x256 file
and then use the "offset" filter to move the image 128 pix left and 128px down
you will see very sharp edges that stand out, use your skills and tools to iron out those edges and you will have a perfect tileable texture for any kind of usage


hope it helps, let me know if i can help further
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

its my first UV unwrap and it got all cramped up, im trying to get the 2 triangular posts and the beam (rounded off, not subsurfapplied yet) as a UV map so i can easily make the texture/overlay/whatever for it so it matches the referance image i posted earlier...

i now have my blend file accesible so i will make the roof tonight i guess

EDIT:

funny how a different PC calculates the light effects of the same standardised format differently...

anyway i made a new roof based on:
http://www.satellite-sightseer.com/id/6861
and teh original sprite, the roof is basicly triangular roof parts with elevated struts/support parts (the white on original sprite) and small flat bits in between. i will try to add some randomness like you see on the ICEtrain image i posted...
depot_3.png
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Re: New Graphics - Blender ".blend" thread

Post by 8166UY »

That one looks very nice! But maybe you could consider making the roof more round than triangular, since the windows are also like that.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

my previous version had rounded off roofs, this actually doesnt look that bad, and im quite happy the way it turned out, i now added a drainpipe.... and fixxed a glitch on the roof


EDIT: added another vieuw, by manual rotating etc, (now reloaded the standard thingy, i know there was an animation thingy i should have done, but its rough work anyway....
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depot_6.png
depot_6.png (37.34 KiB) Viewed 3109 times
depot_6backview.png
depot_6backview.png (26.82 KiB) Viewed 3108 times
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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

Lets see who can guess what my next build will be.
CryingCorvus, your truck is very nice and BTW, I saw Ben_Robbins_ on the forum earlier this month(he didn't post anything though).
Teemes, thanx for the complements. I'll try not to disappoint.
Maquinista, how are the foundations comming along? Anybody know if the grass/track sprites were ever available in .blend format? I need them badly.
Attachments
Construction1.png
First Construction Stage
(189.67 KiB) Downloaded 149 times
Rom 1:16 For I am not ashamed of the gospel of Christ, for it is the power of God unto salvation to every one that believes...
Mat 10:32 "So I will acknowledge in front of my Father in heaven that person who acknowledges me in front of others.
Mat 10:33 But I will tell my Father in heaven that I don't know the person who tells others that he doesn't know me.
ZxBiohazardZx
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

j0rdax wrote:Lets see who can guess what my next build will be.
CryingCorvus, your truck is very nice and BTW, I saw Ben_Robbins_ on the forum earlier this month(he didn't post anything though).
Teemes, thanx for the complements. I'll try not to disappoint.
Maquinista, how are the foundations comming along? Anybody know if the grass/track sprites were ever available in .blend format? I need them badly.

2×2 shopping mall

Image
only one that fits the shape
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CryingCorvus
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Construction site first? Thats something new :mrgreen: ZxBiohazardZx I like how your depot looks now dont change project
I wish someone create 32bpp small station building....
this is the series of my trucks:
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oldietruck.png
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maquinista
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

j0rdax wrote:Lets see who can guess what my next build will be.
CryingCorvus, your truck is very nice and BTW, I saw Ben_Robbins_ on the forum earlier this month(he didn't post anything though).
Teemes, thanx for the complements. I'll try not to disappoint.
Maquinista, how are the foundations comming along? Anybody know if the grass/track sprites were ever available in .blend format? I need them badly.
¿Maybe It can be this building?
Image
The grass sprites are not needed for construction stage. Also, if the grass is needed, I can add it with GIMP.

The 32 bpp trucks are great.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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CryingCorvus
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

I want to know what sprites I need for trucks? It is 8 angles -empty, 8 - loaded and what else?
Do I need shadows? Wiki explains me nothing :evil:
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

CryingCorvus wrote:I want to know what sprites I need for trucks? It is 8 angles -empty, 8 - loaded and what else?
Do I need shadows? Wiki explains me nothing :evil:
Yes, 8 sprites with a unloaded and loaded stage. The shadow of the ground is a plane that is rendered their shadows as alpha value.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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j0rdax
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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

CryingCorvus the trucks are great. I've seen the small station building in a mockup shot before. I wonder what happened to it.
I want the ground sprite in blend format for possible future tunnel and bridge construction. I've started remaking them in Blender, but my grass doesn't look the same as the others. Also, some of the track endings do not line up 100% on some turns.

Hehehehe, Bio is spot on.....
Here is construction stage 2 of 2x2 shopping mall. All comments welcome.
[quote:"CryingCorvus"]Construction site first? Thats something new[/quote]
I like doing it this way round, then I know the structure is more or less right.
2x2ShoppingMallPrelim.png
WIP
(559.09 KiB) Downloaded 127 times
Rom 1:16 For I am not ashamed of the gospel of Christ, for it is the power of God unto salvation to every one that believes...
Mat 10:32 "So I will acknowledge in front of my Father in heaven that person who acknowledges me in front of others.
Mat 10:33 But I will tell my Father in heaven that I don't know the person who tells others that he doesn't know me.
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CryingCorvus
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Then what about shadows of the trucks? Do I need to make this alfa for each sprite, or it is automatic? And the same for company colour? Sorry for all those questions.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

CryingCorvus wrote:Then what about shadows of the trucks? Do I need to make this alfa for each sprite, or it is automatic? And the same for company colour? Sorry for all those questions.
Blender has a function that renders the shadow, but I don't know how It is activated.
j0rdax wrote:CryingCorvus the trucks are great. I've seen the small station building in a mockup shot before. I wonder what happened to it.
I want the ground sprite in blend format for possible future tunnel and bridge construction. I've started remaking them in Blender, but my grass doesn't look the same as the others. Also, some of the track endings do not line up 100% on some turns.

Hehehehe, Bio is spot on.....
Here is construction stage 2 of 2x2 shopping mall. All comments welcome.
2x2ShoppingMallPrelim.png
I think that It is very good, and It can be coded.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Damn! I have made material from wiki but squere shading is still visible.. WTF??
Attachments
Bez nazwy 1.jpg
Bez nazwy 1.jpg (25.95 KiB) Viewed 2620 times
Last edited by CryingCorvus on 20 Feb 2009 18:09, edited 1 time in total.
ZxBiohazardZx
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

j0rdax wrote:CryingCorvus the trucks are great. I've seen the small station building in a mockup shot before. I wonder what happened to it.
I want the ground sprite in blend format for possible future tunnel and bridge construction. I've started remaking them in Blender, but my grass doesn't look the same as the others. Also, some of the track endings do not line up 100% on some turns.

Hehehehe, Bio is spot on.....
Here is construction stage 2 of 2x2 shopping mall. All comments welcome.
[quote:"CryingCorvus"]Construction site first? Thats something new
I like doing it this way round, then I know the structure is more or less right.
2x2ShoppingMallPrelim.png
[/quote]

yeah it looks good, the glass doesnt look like the original glass, and could be more reflective (the angle makes me think that) but yeah its good.

The base sprites are posted roughly on page 180 or so, dunno for sure, but im quite sure i saw a file somewhere...
CryingCorvus wrote:Damn! I have made material from wiki but squere shading is still visible.. WTF??
nice truck:) can someone comment my latest depot, and i need texturing help, as im n00b in textures:)
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