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.

Moderator: Graphics Moderators

maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: New Graphics - Blender ".blend" thread

Post by maquinista »

I will code the two HQs, and I will publish two TAR files.
LiquidLogic wrote:Here we go guys, my 32bpp replacement for the 1x1 Flats #1 graphic.

Naturally its a WIP. I want to add more detail to the models but I can't quite think what else to add. The standard materials definitely speed up the modelling process, does anyone know if there is a standard material for the ground on the construction stages?

Comments and criticisms welcome as always.
1x1 flats #1 forumcropped.png
Cheers,
LiquidLogic
It is very good. Don't forget to add some snow over the finished building.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
User avatar
northstar2
Engineer
Engineer
Posts: 111
Joined: 12 Aug 2008 18:31
Location: france

Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

i wanted to make this building for a long time but i have real problems of inspiration.
here is an attempt preview(very basic).

all constructive advices will be appreciated.
Attachments
flats.png
flats.png (179.79 KiB) Viewed 6589 times
User avatar
Purno
Tycoon
Tycoon
Posts: 16659
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

Re: New Graphics - Blender ".blend" thread

Post by Purno »

Looks nice, but:
- The stairs halfway looks quite odd in this place. I wouldn't know why someone would want to have a stairs there. In the TT sprite, I think it's more of a angled roof rather than a stairs.
- Making the windows transparent looks nice, but enables you to see the office is pretty empty inside. For detailling, I'd say give the building some office interior, or make the windows non-transparent.
- The entrance of the building is pretty plain. What about adding some plants, trees, signs, lights?

Keep up the good work.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
ArmEagle
Traffic Manager
Traffic Manager
Posts: 151
Joined: 01 Jan 2007 14:28

Re: New Graphics - Blender ".blend" thread

Post by ArmEagle »

Purno wrote:
LiquidLogic wrote:Here we go guys, my 32bpp replacement for the 1x1 Flats #1 graphic.

Naturally its a WIP. I want to add more detail to the models but I can't quite think what else to add. The standard materials definitely speed up the modelling process, does anyone know if there is a standard material for the ground on the construction stages?

Comments and criticisms welcome as always.
1x1 flats #1 forumcropped.png
Cheers,
LiquidLogic
That second construction stage is very weird. I'd say remove the roof. Now the pillars are the only thing to hold up the roof, but in the final completed stage the rest of the building probably carry more of the roof's weigth. It seems uncommon to build the roof first and then build the building beneath it, rather than building the building first and just laying the roof on top of it.

EDIT: Same applies to the flying floors in the first stage. If you build the walls first, you just have to lay the floor on top of them, so you need weaker columns (which are a lot cheaper) and weaker floors (which are a lot cheaper too). No need to build a floor/roof which is strong enough to have any points it can rest on halfway, while you'll eventually still making stuff halfway to rest on, if you get what I mean. Or, rephrased, in your current construction stages, the floor/roof needs to be a lot stronger than in the final completed building, which would be a waste of money.

Final building looks quite cool, btw. Good job on the models.
I have to agree on the construction stages. I guess what the building is missing there are the elevator shafts. That is often a load carrying center piece, with the walls supporting to carry the outside. I also think the concrete slabs are too thick; yes, the face of a building often shows a higher 'rim'. But the concrete floors are way thinner.

I also miss an entrance in the construction stages. And though it is obstructed by the building itself in the completed stage, perhaps you could add some objects there to show it is the entrance.

Further I'd move the building a bit backwards, the entrance seems like it would end up a bit close to the road (does the game care about what side of a building is the front? If not the entrance could be almost directly against the next office building).

I'm also pondering about the high first floor and you separating the two 'small towers' from the main building. It seems the original has the outer (blue) pillars on the corners of the smaller towers, allowing the two 'faces' to be one wall.

Except for the few small things it all looks great in the completed stage. But looking at the construction stages it just doesn't seem to make sense.
User avatar
northstar2
Engineer
Engineer
Posts: 111
Joined: 12 Aug 2008 18:31
Location: france

Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

i made some modifications on the flats.all comments are welcome.
Attachments
test flats.png
test flats.png (169.64 KiB) Viewed 6370 times
User avatar
LiquidLogic
Engineer
Engineer
Posts: 5
Joined: 16 Apr 2009 03:15

Re: New Graphics - Blender ".blend" thread

Post by LiquidLogic »

Heres my second version of my 32bpp replacement for the 1x1 Flats #1 graphic.

Using the helpful comments posted I've altered the two building stages by reducing the floor thickness, adding the door and generally making them a little more sensible. Looking at it closely I think the scale of the roof door might be out, shame I couldn't import Otis into blender. Once I'm really happy with them I'll make the snow variation.

@northstar2, could you point me in the direction of Varivar's MUD001 material, I couldn't seem to find it.

1x1 flats #1
1x1 flats #1
1x1 flats #1 forumcropped 002.png (368.96 KiB) Viewed 6273 times
Cheers,
LiquidLogic
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: New Graphics - Blender ".blend" thread

Post by maquinista »

I like these two models. :D
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
User avatar
trainmaster611
Traffic Manager
Traffic Manager
Posts: 222
Joined: 21 Dec 2007 16:33

Re: New Graphics - Blender ".blend" thread

Post by trainmaster611 »

Great models by both of you! :P

For northstar, I would suggest lightening the blue a little bit. It looks a little too dark. Also, is it possible you could lower the contrast of the blue solar panels against the building so it isn't such an attention grabber?
User avatar
Purno
Tycoon
Tycoon
Posts: 16659
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

Re: New Graphics - Blender ".blend" thread

Post by Purno »

Very nice, but one detail.

Look at the solar panels, and your own lighting setup. You'll see the front solar panels cause a shadow to fall upon the rear solar panels. Which is kinda a waste of money, when making the distance between them bigger, you'll have more solar power for the same budget :)

Good work though, it really is a big improvement! :)



@northstar2, looks nice too, I like the entrance :) And it seems solar panels are the new fashion :P
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
User avatar
northstar2
Engineer
Engineer
Posts: 111
Joined: 12 Aug 2008 18:31
Location: france

Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

@LiquidLogic:very nice model,and construction phase is really good.
here is a blend file with the material MUD,i think it can have a good rendering for construction phase.
Attachments
blend.zip
(769.38 KiB) Downloaded 185 times
User avatar
Paxinum
Engineer
Engineer
Posts: 12
Joined: 15 Mar 2006 18:15
Location: Sweden

Re: New Graphics - Blender ".blend" thread

Post by Paxinum »

Great model!
"Last night, I laid on my back in my bed, staring at the stars above, and wondered; where the heck is the roof?"
User avatar
LiquidLogic
Engineer
Engineer
Posts: 5
Joined: 16 Apr 2009 03:15

Re: New Graphics - Blender ".blend" thread

Post by LiquidLogic »

Heres my third version of my 32bpp replacement for the 1x1 Flats #1 graphic, and just for Purno I've spaced out the solar panels :)
1x1 flats #1 forumcropped 003.png
1x1 flats #1 forumcropped 003.png (369 KiB) Viewed 5701 times
I've also made the snow variation, I hope it looks right, it never snows where I live.
1x1 flats #1 forumcropped 002 Snow.png
1x1 flats #1 forumcropped 002 Snow.png (345.73 KiB) Viewed 5672 times
Just in case anyone else wants it I have attached the snow texture I used, I found that if gave a good effect with a high normal-affecting value.

Comments and criticisms welcome.

Cheers,
LiquidLogic
Attachments
snow_texture.zip
(67.25 KiB) Downloaded 197 times
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: New Graphics - Blender ".blend" thread

Post by maquinista »

LiquidLogic wrote:Heres my third version of my 32bpp replacement for the 1x1 Flats #1 graphic, and just for Purno I've spaced out the solar panels :)
1x1 flats #1 forumcropped 003.png
I've also made the snow variation, I hope it looks right, it never snows where I live.
1x1 flats #1 forumcropped 002 Snow.png
Just in case anyone else wants it I have attached the snow texture I used, I found that if gave a good effect with a high normal-affecting value.

Comments and criticisms welcome.

Cheers,
LiquidLogic
Oh...! I'm sorry. I forgot to say that only one snow model is needed (the last).
But don't problem, because I can include it with a GRF file.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
User avatar
northstar2
Engineer
Engineer
Posts: 111
Joined: 12 Aug 2008 18:31
Location: france

Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

here is the 1x1 flats all versions with masks.
hope you will like it.

@Maquinista:thanks to have coded the HQ.

@LiquidLogic:i used your snow texture,it looks very nice.and very good model you made.
Attachments
1x1 flats 2.png
1x1 flats 2.png (311.64 KiB) Viewed 5385 times
1x1 flats 2.zip
(982.58 KiB) Downloaded 230 times
Last edited by northstar2 on 19 Apr 2009 06:34, edited 1 time in total.
User avatar
LiquidLogic
Engineer
Engineer
Posts: 5
Joined: 16 Apr 2009 03:15

Re: New Graphics - Blender ".blend" thread

Post by LiquidLogic »

Very nice northstar, the construction stages are looking really good. A question, how did you make the masks? I've had a play with blender but I haven't been able to get satisfactory masks out of it.

@maquinista, that was my bad for not looking at the grf close enough, all good though. Also thanks for the coding, its great to see my handiwork in game :)

Cheers,
Liquid Logic
User avatar
northstar2
Engineer
Engineer
Posts: 111
Joined: 12 Aug 2008 18:31
Location: france

Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

@LiquidLogic:for the masks i use le script BlendRender_modified.

there are many models in the wiki always annoted WIP for a long time.
it would be interesting to know which ones are still wip and which ones are given up.
Attachments
mask script.zip
(1.12 KiB) Downloaded 178 times
User avatar
Dimme
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 30 Jul 2008 12:42
Location: Trondheim, Norway

Re: New Graphics - Blender ".blend" thread

Post by Dimme »

@LiquidLogic and northstar:
Maybe drop the solar panels in arctic?
Try my modular airports minigame!

Image
Grolsch
Transport Coordinator
Transport Coordinator
Posts: 283
Joined: 08 May 2004 07:48
Location: Alkmaar, The Netherlands

Re: New Graphics - Blender ".blend" thread

Post by Grolsch »

Dimme wrote:@LiquidLogic and northstar:
Maybe drop the solar panels in arctic?
Why? Don't they have sunshine in arctic regions?
Beer equals power
User avatar
Dimme
Transport Coordinator
Transport Coordinator
Posts: 277
Joined: 30 Jul 2008 12:42
Location: Trondheim, Norway

Re: New Graphics - Blender ".blend" thread

Post by Dimme »

Sure, just not that much. Solar panels are at least quite rare IRL in arctic.
Try my modular airports minigame!

Image
Eddi
Tycoon
Tycoon
Posts: 8289
Joined: 17 Jan 2007 00:14

Re: New Graphics - Blender ".blend" thread

Post by Eddi »

Grolsch wrote:
Dimme wrote:@LiquidLogic and northstar:
Maybe drop the solar panels in arctic?
Why? Don't they have sunshine in arctic regions?
it only takes simple physics to explain that the angle of sun input gets worse the more you go away from the equator, so solar energy gets increasingly inefficient in arctic areas.

countries like sweden traditionally generate a majority of their power supply from water and nuclear power.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Ahrefs [Bot] and 21 guests