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 »

Great work on the buildings everyone...

One minor critique on LiquidLogic's building, I think the scale may be a bit off. The building is 13 floors where other buildings of the same height are 8 floors.
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Eddi wrote:
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.
Not true actually, wherever you are in the world if you point your solar panels at the sun then the angle of incidence of sunlight is zero degrees and the energy collected is the same. The reason is actually because of the increased light absorbance by a longer path through the atmosphere and increased cloud cover at higher latitudes...
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Re: New Graphics - Blender ".blend" thread

Post by Dimme »

Definitely true. Also, the power consumption in arctic areas is far higher in winter, when the sun is only up a few hours a day, or even not at all. Here in Norway, electricity prices drop to almost nothing in summer, due to overfilling of water reservoirs. Only solar power enthusiasts put up solar panels here.

There are some few exceptions: cabins in the mountains, and small navigation lights (lighthouses) by the sea. Both are far from the grid and uses little power.
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Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

it's an other model i wanted to do for a long time,but in this case too i have real problems to imaginate how to render it.
i'm not really convinced about it that's why i search all advices.
(original model is already very strange).if you think the model doesn't fit with the arctic shop, i will try to make it by an other way.

all the comments will be welcome.
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Re: New Graphics - Blender ".blend" thread

Post by cmoiromain »

I agree it looks kind of weird with those large white pannels at the front... But since that's the way it was originally drawn, it's not a problem.
The only thing that should be removed IMO is the advert on the roof (it looks like an advert to me) because it is really small and doesn't look good, and also because once another building is placed next to it it will look pretty stupid to have that up there when no one can see it...
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

About solar pannels:
These sprites are used in tropic and arctic climates. The sprites are the same.

About new arctic model by northstar2:
I like it. This building needs the finished model, two construction stages, and a model covered with snow.

About LiquidLogic's building:
I think that It has two half windows in every floor instead of one big window. This building only have 7 floors. :D

About the future model by LiquidLogic (1x1 flats #3):
This building is like others. It has two construction stages, finished building and finished building with snow.
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Re: New Graphics - Blender ".blend" thread

Post by Born Acorn »

You could make up a big logo to put on the white panel halfway up. There's something there on the original graphic.
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Re: New Graphics - Blender ".blend" thread

Post by reylas »

northstar2 wrote:it's an other model i wanted to do for a long time,but in this case too i have real problems to imaginate how to render it.
i'm not really convinced about it that's why i search all advices.
(original model is already very strange).if you think the model doesn't fit with the arctic shop, i will try to make it by an other way.

all the comments will be welcome.

I always thought that it was a hospital due to the red "plus" symbol in the middle. Or at least a poorly rendered version of one.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

I have "unWIPed" some models from Aracirion because They was abandoned and They didn't have construction stages. If You want, You can model others, and use them as reference:
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Re: New Graphics - Blender ".blend" thread

Post by Katran »

Found on my HDD :arrow:
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1436_z0.png
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Last edited by Katran on 20 Apr 2009 16:36, edited 1 time in total.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Katran wrote:Found in their HDD :arrow:
Thanks, but It hasn't construction stages.
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Church.
Church.
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Katran
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Re: New Graphics - Blender ".blend" thread

Post by Katran »

I have only one file :(
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Katran wrote:I have only one file :(
It can't replace the current church, but... It could be used as a new house, without construction stages. And placed only in new cities in the scenario editor if Aracirion allows it.
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 northstar2 »

i post the sprites for the arctic shop all steps with masks uncoded.
i have removed the panel on the roof and added a logo in the middle panel.
if the models are ok,i will continue with the church and then the 1x1 office block(with elevator and snow).
they have a design more classic.

hope you will like.
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4479_z0.png
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arctic shop.zip
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Re: New Graphics - Blender ".blend" thread

Post by Zutty »

northstar2 wrote:i post the sprites for the arctic shop all steps with masks uncoded.
i have removed the panel on the roof and added a logo in the middle panel.
if the models are ok,i will continue with the church and then the 1x1 office block(with elevator and snow).
they have a design more classic.

hope you will like.
This is really nice. I love the detail. :D
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Re: New Graphics - Blender ".blend" thread

Post by ArmEagle »

northstar2 wrote:i post the sprites for the arctic shop all steps with masks uncoded.
i have removed the panel on the roof and added a logo in the middle panel.
if the models are ok,i will continue with the church and then the 1x1 office block(with elevator and snow).
they have a design more classic.

hope you will like.
From the 8bpp image I was thinking the 'red decorations' were all (bright pink) neon lights. I was thinking it would be a disco, night club, or so. Both wouldn't have that many windows though.

It looks just a bit dull to me, with the darker red decorations you made of it.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

i have no clue what they are supposed to be, so i think they are fine, looks great keep it up:)
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

(http://www.tt-forums.net/viewtopic.php?p=683921#p683921)
BerberJesus wrote:Hi,

I worked on my Papermill. So here is the final version
I have coded this industry as 8 bpp. My idea is adding it as a single new GRF. Also, It can be released in other new industry GRF sets (ECS, FIRS...).

I only have the GRF file, and I will code the 32 bits GRFs now. It doesn't work very well, It doesn't produce paper in temperate, and It's named as "forest", because I have used this industry properties.
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papelera.grf
GRF file.
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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 »

I have updated the papermill modeled by BerberJesus, and I have coded the 32 bpp sprtes.
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papelera.grf
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papermill.tar
TAR file
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papelera.zip
Sourcecode, It's under BSD license.
(35.1 KiB) Downloaded 97 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 ZxBiohazardZx »

quicky inventorisation, how much % of all sprites has been modelled/created already? and what are most needed sprites to get done, might be usefull to have some sort of "priority" list....
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