Hello!
I was thinking about trying to learn how to make grf
But i dont know the software most of you ppl use (blender) and if im not wrong you do the rendering in it aswell right ? Since i have done a few models in Sketchup and the renders is equal to zero in it ive tryed to learn kerkythea for rendering stuff. So my question is if anyone has used Sketchup do do models to a grf and if so...does it work well?
I made a consept picture of an coil car today i wanted to share with you.
The real car is called Sgmmns-w from the livery "Green Cargo" and this link sends you to a photo of it.
It will take some time before im done with it for real because i really suck on the part from a model to a model with good textures
But how do you get the model at the exact right angle for making sprites? I know that someone made a set of preset cameras for blender rendering, but sketchup has no such thing. This has always caused a problem for me, since my sprites made from models never come out at exactly the right angle, so the look crooked in the game.
I too have tried to use kerkythea, but I don't know about any advanced features it may have that would enable automatic rendering at the correct scale and perspective.
If anyone figures out how to do perfect newgrf sprite creation with this configuration (sketchup + kerkythea), please let us all know how you did it here!
jbr wrote:But how do you get the model at the exact right angle for making sprites? I know that someone made a set of preset cameras for blender rendering, but sketchup has no such thing. This has always caused a problem for me, since my sprites made from models never come out at exactly the right angle, so the look crooked in the game.
I too have tried to use kerkythea, but I don't know about any advanced features it may have that would enable automatic rendering at the correct scale and perspective.
If anyone figures out how to do perfect newgrf sprite creation with this configuration (sketchup + kerkythea), please let us all know how you did it here!
I think you should better ask here, they know everything about sketchup and compatible render software. However you can't exact place the camera in GSU, maybe with a plugin but I didn't found one yet.
I create my models with Sketchup Pro and render them with 3dsmax. For 3dsmax I use these scene/render settings:
Good to see that ppl use Sketchup
About the rendering, i think its just to make one standard scene where you got cameras and stuff and merge your model in it...the only problem is to figure out a standard scene
Wacki wrote:I think, that is very detailed!!!
Btw: really nice model!
Thank you, but as i said earlier im good on the model but bad on the rendering and stuff
This model was quiet easy to do tho since i had parts of a blueprint (rear and left side) and a real photo to use as reference material aswell.
Unfortunately there is a big caveat in using Kerkythea. After your post I did some research and it seems as if it can't render against a transparent background. If you still want to go this way, you could either see what indigo can do (allthough I'm not sure that one can even render isometric) or render masks in Kerkythea and add transparency manually, but I have no idea if you can create partially transparent objects that way (ie with coloured glass that allows you to see through the object). Of course the latter might not be necessary for your project, so given that, Kerkythea will work for you =)
Of course you could also model in SU and render with Blender.
How do you mean transperent background? The bluish color all spites got ?
Ive did one rendering last night without any background...and that must be quite transperent, and you can put up a solid background color in kerykythea i think i saw it somewhere.
If you want to do 8bpp graphics, I actually have no idea.
I went under the assumption that you want to create 32bpp graphics, and those use (afaik) the png alpha channel. Blender can produce PNG renders with a transparent bg, but from what I read from the Kerkythea forums, it cannot.
Belgabor wrote:If you want to do 8bpp graphics, I actually have no idea.
I went under the assumption that you want to create 32bpp graphics, and those use (afaik) the png alpha channel. Blender can produce PNG renders with a transparent bg, but from what I read from the Kerkythea forums, it cannot.
Belgabor
Ive found one thing in the material settings where you can change some kind of "Alpha", its on 255 as default and when i lower it it seems that the material fades away to transparancy, is this what we where after?
its inside the select color mode use RGB colors instead of Hue, Sat. , Value and there are a option Alpha
If the rendering is isometric, the procedure used to get to that isometric render is essentially immaterial. Now, even extra zoom vehicles are only (AIUI) 64 px long, so your sprites are a little over-large, but I'm not familiar with any renderer that doesn't allow you to modify the rendered size.
If the rendering is not isometric, the procedure used to get to that non-isometric render is equally immaterial. Non-isometric sprites are useless for any current or planned version of OpenTTD. If OpenTTD tried to generate a train using a non-isometric sprite, it'd get something like this:
DaleStan wrote:If the rendering is isometric, the procedure used to get to that isometric render is essentially immaterial. Now, even extra zoom vehicles are only (AIUI) 64 px long, so your sprites are a little over-large, but I'm not familiar with any renderer that doesn't allow you to modify the rendered size.
If the rendering is not isometric, the procedure used to get to that non-isometric render is equally immaterial. Non-isometric sprites are useless for any current or planned version of OpenTTD. If OpenTTD tried to generate a train using a non-isometric sprite, it'd get something like this:
Well that picture is just to show the model, bacause i was wondering how much detail i needed, its not in a right angle or anything, but if i put the cameras in the right angle and resize the Models they will work right ?
The models are probably more detailed than necessary, but that's not a major issue.
Producing an isometric (actually, diametric with X and Y at 26.565° (arctan 0.5) to the horizontal) is just a matter of having the camera in the correct position, but that correct position is "infinitely far from the subject".
DaleStan wrote:The models are probably more detailed than necessary, but that's not a major issue.
Producing an isometric (actually, diametric with X and Y at 26.565° (arctan 0.5) to the horizontal) is just a matter of having the camera in the correct position, but that correct position is "infinitely far from the subject".
Thank you DaleStan! That meas its still hope...especially since im working quite much with angles in space in school right now...maybe worth to be awake on the school hours