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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=SLJ=DownEast
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Re: New Graphics - Blender ".blend" thread

Post by =SLJ=DownEast »

habell wrote:
=SLJ=DownEast wrote:Habell,

Alignment looks better, but the 'south east' coal truck may have been slighly over adjusted.
Do you have the savegame of this setup? I've tried something like your setup, but never got it quit like that :shock:
Is there a way to calculate the offsets more accurate then the way I do it now (just take a well educated guess)?

But I'll see what I can do. Maybe I'll try to make a program of my own to accurately align sprites.

Habell,

Here's the save game I used to make that png. Not sure about the offsets, I just started playing around with them myself...


EDIT: Question - I have taken Ben_Robbins No Line Grass RAR files and fixed the 'z0' files that were missing the offsets and TAR them....should I post it? Or do I need the artist permission?
Attachments
Shorningville Transport, 28th May 1960.sav
Made with the latest Extra Zoom exe
(1.76 MiB) Downloaded 394 times
maquinista
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Yes, but this topic is better to publish finished TARs:

http://www.tt-forums.net/viewtopic.php?f=36&t=36474

Also, You can publish some screenshots.
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 maquinista »

j0rdax wrote:Wacki, I'm glad to see you working on the coal mine, yeah maybe more dirt and more detail on the supports under the building. I like the windows A LOT. I was looking at your sawmill again. How about putting some sawdust piles on the ground just to cover up the bareness of that reddish earth? Just a thaught.
Bio, I like the start you made on the OIl refinery - looking good.
Here is a preview of my one of my other projects. Does anybody have the original grass done by Ben_Robbins_ maybe in .blend format? I Tried to match it, but it is hard. I know it can be done with gimp, but I like to render the whole picture.
I have coded two tunnel entrances. The train fits well, and the size and position of the entrance is correct. The only detail that can be changed in the model is that the top-right and bottom-right entrances should have more bright colour.

There are some glitches that can be fixed, I will try solve it in the next release.
Attachments
tunnels.tar
TAR file. Not finished.
(112 KiB) Downloaded 310 times
Tunnel entrance screenshot.
Tunnel entrance screenshot.
tunnel2.JPEG (134.28 KiB) Viewed 2947 times
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 ArmEagle »

maquinista wrote:
j0rdax wrote:Wacki, I'm glad to see you working on the coal mine, yeah maybe more dirt and more detail on the supports under the building. I like the windows A LOT. I was looking at your sawmill again. How about putting some sawdust piles on the ground just to cover up the bareness of that reddish earth? Just a thaught.
Bio, I like the start you made on the OIl refinery - looking good.
Here is a preview of my one of my other projects. Does anybody have the original grass done by Ben_Robbins_ maybe in .blend format? I Tried to match it, but it is hard. I know it can be done with gimp, but I like to render the whole picture.
I have coded two tunnel entrances. The train fits well, and the size and position of the entrance is correct. The only detail that can be changed in the model is that the top-right and bottom-right entrances should have more bright colour.

There are some glitches that can be fixed, I will try solve it in the next release.
Oh, not bad at all.
You blended your grass on the front-left side with the 'normal' grass texture, but didn't for the top-right. And I see that you tried to add some highlighting to the sunny side, but I think it could be a bit more like the original. I miss the 'contrast'.
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Re: New Graphics - Blender ".blend" thread

Post by ArmEagle »

GeekToo wrote:
ZxBiohazardZx wrote:, since i didnt read any major comments, id love to see them coded....
The fact that you don't read the remarks, does not mean they don't exist... :D
http://www.tt-forums.net/viewtopic.php?p=767776#p767776
I was indeed waiting for an update as response on those suggestions before making some comments of my own. But now I see maquinista coded them already.
So, anyway here a few comments I have besides GeekToo's:
- The yellow-black vertical 'bars' Have the two colors blend into each other. I really think they should have a sharp edge. The yellow should be as bright as the top 'bar' (depending on lighting conditions).
- I looked back at your example picture and notice that the diagonal black/yellow striping is mirrored there. Though the original sprite doesnt' have it like that I do think it looks better like that.
- Would it be more appropriate to put the rain pipes on the back side? The front is quite busy already. Though on the other hand the back is nice and 'quiet' now.
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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

ArmEagle wrote:but I think it could be a bit more like the original. I miss the 'contrast'.
Explain please, I do not understand? I would like to make it as good as possible. If only we had the source for the ben_grass.
Attachments
This any better?
This any better?
TexturedTunnel.png (58.69 KiB) Viewed 7108 times
Last edited by j0rdax on 04 Mar 2009 09:41, edited 1 time in total.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

added textures to the construction state of the oil-long thingy (2082)

not sure what color i will give the construction supports yet...., they are black now because they were in the original sprite....

EDIT:

also made the completed sprite (2083)

TODO: add a oil-shaped logo on the top ring (like a refinery company logo if you please)

QUESTION:
are the refineries blue only or are there any color overlays?
Attachments
oil-long-construction-colored.png
oil-long-construction-colored.png (10.09 KiB) Viewed 7100 times
oil-long-completed-colored.png
oil-long-completed-colored.png (10.77 KiB) Viewed 7092 times
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Re: New Graphics - Blender ".blend" thread

Post by ArmEagle »

j0rdax wrote:
ArmEagle wrote:but I think it could be a bit more like the original. I miss the 'contrast'.
Explain please, I do not understand? I would like to make it as good as possible. If only we had the source for the ben_grass.
Oh, I do like the stone texture of that one! :) Though I don't think those separate tufts of grass is such a good idea.

Not that I know a single bit about modeling or graphics, but let me try. I hope I won't be stating the obvious.

I chalked on your screenshot a bit. And inserted a screenshot from normal TTD graphics:
Blue:
1- Here the grass matches just fine as the arrow shows. You did use the sprite there for the 'edges' or didn't you?
2,3- Totally doesn't match the tone of the other slopes.
Red arrows:
- Show the highlights from the sun. That's what I'm mostly missing in your grass.

I guess it all comes down to having that 'ben_grass'. But any chance that's just drawn, not available for modeling? Can't you 'just' take the corresponding slope sprite and then play with highlights to show the rounding of the tunnel entrance?
Attachments
openttd-tunnel.png
openttd-tunnel.png (778.54 KiB) Viewed 2894 times
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Re: New Graphics - Blender ".blend" thread

Post by j0rdax »

You explained very well thanks.
The edges were edited in by maquinista. He is the gimp expert. I just like to model. The last screenshot was where I got the grass closest. The seperate tufts idea I got from the road tunnels and I could probably improve on mine.
I think the ben_grass was highlighted by hand(I might be wrong) and that probably gives it the artificial highlights from the sun. I use the standard light setup template and views which doesn't give such definite shadows on the grass as the sun sits too high.
I would love to see(just for fun - lot of work though) all grass sprites just modeled with no gimping. Maybe the slopes would look less blocky and more realisticly flowing.
Can't you 'just' take the corresponding slope sprite and then play with highlights to show the rounding of the tunnel entrance?
The problem is that the tunnel is actually twice the height of the slope it fits into....and that I am not a sprite artist. I will model as best I can and if someone can make it fit in better with sprite manipulation, then they are welcome to do so. ben_robbins_ has done a great job, but he made things a bit more tricky by not releasing his source in this opensource project :wink:
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Re: New Graphics - Blender ".blend" thread

Post by Belgabor »

j0rdax wrote:I think the ben_grass was highlighted by hand(I might be wrong) and that probably gives it the artificial highlights from the sun. I use the standard light setup template and views which doesn't give such definite shadows on the grass as the sun sits too high.
I would love to see(just for fun - lot of work though) all grass sprites just modeled with no gimping. Maybe the slopes would look less blocky and more realisticly flowing.
Aesthetically I agree with you, practically it's already pretty hard to see the lay of the land as it is. If the cursor would cast a frame on the ground depicting where slopes are, things would be a lot better.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

the sun. I use the standard light setup template and views which doesn't give such definite shadows on the grass as the sun sits too high.
In the next release, I will try draw some highlights in the grass of the tunnel.
Attachments
RailTunnelPreview2.png
RailTunnelPreview2.png (271.15 KiB) Viewed 6941 times
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 maquinista »

ZxBiohazardZx wrote:added textures to the construction state of the oil-long thingy (2082)

not sure what color i will give the construction supports yet...., they are black now because they were in the original sprite....

EDIT:

also made the completed sprite (2083)

TODO: add a oil-shaped logo on the top ring (like a refinery company logo if you please)

QUESTION:
are the refineries blue only or are there any color overlays?
I like these models.
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 LordAzamath »

ZxBiohazardZx wrote: are the refineries blue only or are there any color overlays?
The blue thing is company colour there. It actually just displays it the same way as in company colours, just that the main hue is independent and random, not tied to any company
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

Hi,

I was sent here as my name was mentioned! Sorry I haven't been around; I did this silly thing and got a job, and another and another, but I've got rid of two to free up some time, so hopefully I can do more at some point.

I haven't had a long enough period of free time make much progress with anything, and may not for a while still. If however people just want me to make small changes to things I've done, or photoshop things so that they fit in with things I've done, then please just pm/email/message me and I'll try and do it, cause I don't want to hold up a project. Likewise, if there are any files you need, just say, but I haven't really got the time to sit and go through everything finding what is needed, and then upload absolutely everything.

It is correct though, as stated above, the grass tiles are in no way rendered straight out of max. They are heavily photoshoped. It would be nice if they didn't have to have any post-render work, but for multiple reasons they do. The different lighting effect the ground has to everything else in game is the main reason.
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Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

Im still trying hard to make wooden logs that looks like one of varivar's or Ben_Robins (still no result)
Im planning to do something to make something like this:
[sorry for mess]
Attachments
rubbergrainwater.png
rubbergrainwater.png (42.03 KiB) Viewed 6846 times
Last edited by CryingCorvus on 04 Mar 2009 21:11, edited 1 time in total.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

i am quite sure i saw a download somewhere or someone that had recently posted some good looking logs, lemmy check for you...


EDIT: Wacki posted the lumbermill lastest version so im quite sure you can ask his logs as a .blend file somewhere...

Wacki is quite active so you shouldnt have a problem there, trucks look good btw
Last edited by ZxBiohazardZx on 04 Mar 2009 20:40, edited 1 time in total.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

ArmEagle wrote:
GeekToo wrote:
ZxBiohazardZx wrote:, since i didnt read any major comments, id love to see them coded....
The fact that you don't read the remarks, does not mean they don't exist... :D
http://www.tt-forums.net/viewtopic.php?p=767776#p767776
I was indeed waiting for an update as response on those suggestions before making some comments of my own. But now I see maquinista coded them already.
So, anyway here a few comments I have besides GeekToo's:
- The yellow-black vertical 'bars' Have the two colors blend into each other. I really think they should have a sharp edge. The yellow should be as bright as the top 'bar' (depending on lighting conditions).
- I looked back at your example picture and notice that the diagonal black/yellow striping is mirrored there. Though the original sprite doesnt' have it like that I do think it looks better like that.
- Would it be more appropriate to put the rain pipes on the back side? The front is quite busy already. Though on the other hand the back is nice and 'quiet' now.

thx i will start working on those points when i finished my oil-long thingy, that is done faster then the whole depot lolz, depot is a pain in my ass, because the textures keep screwing me up (already uploaded blend file, id appreatiate it if anyone could try to fix both the black/yellow striping texture AND the back wall texture....

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

Post by habell »

CryingCorvus,
I've coded your Coal, Livestock and Steel trucks.

I think they are align properly, but I'm shure you guys let me know if I did something wrong ;)

And I deleted my previous file (the old coal truck), since they are in this one as well.
Attachments
CryingCorvus_steel_coal_livestock.tar
CryingCorvus, steel, coal and livestock truck
(1.05 MiB) Downloaded 2311 times
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Re: New Graphics - Blender ".blend" thread

Post by habell »

CryingCorvus wrote:Im still rying hard to make wooden logs that looks like like one of varivar's or Ben_Robins (still no result)
Im planning to do something to make something like this:
[sorry for mess]Image
I like these trucks too :P

Keep 'm comin', I'll try to keep up :wink:
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Ben_Robbins_ wrote:Hi,

I was sent here as my name was mentioned! Sorry I haven't been around; I did this silly thing and got a job, and another and another, but I've got rid of two to free up some time, so hopefully I can do more at some point.

I haven't had a long enough period of free time make much progress with anything, and may not for a while still. If however people just want me to make small changes to things I've done, or photoshop things so that they fit in with things I've done, then please just pm/email/message me and I'll try and do it, cause I don't want to hold up a project. Likewise, if there are any files you need, just say, but I haven't really got the time to sit and go through everything finding what is needed, and then upload absolutely everything.

It is correct though, as stated above, the grass tiles are in no way rendered straight out of max. They are heavily photoshoped. It would be nice if they didn't have to have any post-render work, but for multiple reasons they do. The different lighting effect the ground has to everything else in game is the main reason.
Is great seeing You again. Most of your graphics was awesome and essential for the current state of the project.

We have used some of your sprites to create the other railway sprites, grass for arctic/tropical, railway crossings... Also, there are more buildings and vehicles modeled, and the game is more playable.

If You have the 1x1 theater, 1x1 statue with transparency, They can be coded, because they are almost complete. Also, j0rdax modeled another station. Now we have their station tiles and some of your station tiles. If You want, You can release the other station tiles.

You can see some screenshots in this thread, but most of them are outdated:
http://www.tt-forums.net/viewtopic.php?f=47&t=39239
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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