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

Post by habell »

Very good.

The colors look great to me.

I think it's a good replacement for the original 8bit color version :shock:
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ZeroMD
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Re: New Graphics - Blender ".blend" thread

Post by ZeroMD »

northstar2 wrote:i've made modifications to the arctic house,blue brighter and some furniture and snow model.
hope you will appreciate.
It looks great.
I'd remove the blue shelfs from the 2nd build stage, because the walls are complete in the 2nd build stage.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

ZeroMD wrote:
northstar2 wrote:i've made modifications to the arctic house,blue brighter and some furniture and snow model.
hope you will appreciate.
It looks great.
I'd remove the blue shelfs from the 2nd build stage, because the walls are complete in the 2nd build stage.
Not problem, They are for the back wall, We can't see it, but Is not complete. :lol:

I like these two models, I'm coding them.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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hyperion
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Re: New Graphics - Blender ".blend" thread

Post by hyperion »

northstar2 wrote:i've made modifications to the arctic house,blue brighter and some furniture and snow model.
hope you will appreciate.
very great model,colors and awesome details,the snow version too.

@cadaver:i think your model is in a good way but it always miss relief on the walls,color of the model is far too dark.still strange texture for the windows.
the first stage of construction is still sad(concrete pillars without metal reinforcement,no fundations).the snow model is sad too without snow on the ground only a veil on the roof.
adding details should be useful.go on.

@Maquinista:you make a great work to develop this game but i think that modify the wiki and render the models "official" should happen
when other users may have given their opinion about models(because it's an opened game).what can be the interest of a 32b project without a high quality of replacement models?otherwise thank you for all you do in this project.
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Last edited by hyperion on 19 May 2009 20:43, edited 1 time in total.
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northstar2
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Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

@Maquinista:thanks to have coded the arctic house.about the tall office bulding i saw a small bug.
the small tree on the left and the lamp at the right don't appear on the cutted sprites.i don't know if it's possible to modify it when i"ll post the next model.i will try to work on the 1x1 house #5 maybe this week.
Last edited by northstar2 on 21 May 2009 11:40, edited 2 times in total.
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Re: New Graphics - Blender ".blend" thread

Post by DanMacK »

Excellent work here guys! I do agree with the suggestion that the construction crane on the tall office building be placed in the elevator shaft, not in the middle of the building, at least on the final construction stage. When everything's built around it, how do you remove the crane? ;)
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

is it me or did northstar and cadavar make the same building????

they both ahve the same referance image/sprite, just different end-show, where northstar has found the real building as chris sawyer used for his sprite, and cadaver is making a straight foward model of the same....

or am i wrong????
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northstar2
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Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

i made the tall office building based on the livingstone tower and cadaver is on the office block greyflats.
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hyperion
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Re: New Graphics - Blender ".blend" thread

Post by hyperion »

@northstar2:don't be offended with my notices.i've a great respect for all modelers of this game and a fan of all the buildings you made at this time.
(your last arctic house is really awesome)
i agree that models never can be perfect but sometimes some of them need rectifications like the last grey building(from cadaver) even i think it's in a good way.otherwise what can be the interest to present new sprites to community of players if their suggestions are not heared?
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Re: New Graphics - Blender ".blend" thread

Post by cadaver »

Desole I do not speak English
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cid.67
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Re: New Graphics - Blender ".blend" thread

Post by cid.67 »

cadaver wrote:Desole I do not speak English
no need to write like shakespeare but at this time there are a vastness of online translators in the net for free.i don't think it's an impossible mission nowadays. ?( ?(
sorry,i was mislaid.Construction is not more like in the last century.i'm too Nostalgic.
Last edited by cid.67 on 20 May 2009 18:34, edited 1 time in total.
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tsjook
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Re: New Graphics - Blender ".blend" thread

Post by tsjook »

Awesome graphics everyone!

northstar2, your latest graphics are almost as good as they can get! Still my two cents:
1st cent: I think the vertical red parts on the "Livingstone building" are too dark. A brighter red, like Sawyer used, should be preferred because the building is too ominously dark now! A couple of these buildings next to each other will create a field of darkness. We're in TT, not in Mordor. :wink:
2nd cent: the blue house is really great, but the by-garden would historiacally be better to turn into a vegetable garden (that is what someone before here probably meant by "kitchen garden" or "jardin de cuisine"). Those toys and garden sets are only "in" since the eighties, while it has always been normal to have a herb and vegetable garden, especially before the end of the seventies. A vegetable garden would add an original element to this house and a warm cosy feeling of times way past. :wink:
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northstar2
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Re: New Graphics - Blender ".blend" thread

Post by northstar2 »

@tsjook:thanks for your pertinent advices.i'm working on an other house at this time but i will try to follow them.it's unfortunately hard to applicate all the suggestions that are made and i suppose it's certainly not easy to cut and code them.(Maquinista is making a huge work to that and i'm unable to cut models).if he thinks that it shouldn't be too complicated for that and other players prefer i try these modifications,i will do them.in all case thanks for your ideas.

i modify my post because i thought about something.your idea of a kitchen garden is interesting but i think it's not always easy to respect totally all the criterions of different periods.the last house i made appears in the 70's when these gardens were very present but it still in the game after 2010 when other tendencies appear.maybe if there was a possibility in the future to have a grf or an evolution of the game that allows different versions of the same model at different times it should be very useful.'an other example:a building with a classic antena at a time and a satelite antena or solar panel in the future).

maybe it can be a suggestion to post in the openttd suggestions forum??
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Re: New Graphics - Blender ".blend" thread

Post by cadaver »

Can one ameliorer l building which appare in 1950
Any suggestions and welcome within the limits of the reasonable
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maquinista
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

cadaver wrote:Can one ameliorer l building which appare in 1950
Any suggestions and welcome within the limits of the reasonable
I like it.
The chimneys should be hollow but if You want, I can "make" the hole with GIMP (It's only a brush stroke).
Also, I would replace the car entrance with something different. More windows, a entrance, a shop...
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
ArmEagle
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Re: New Graphics - Blender ".blend" thread

Post by ArmEagle »

maquinista wrote:
cadaver wrote:Can one ameliorer l building which appare in 1950
Any suggestions and welcome within the limits of the reasonable
I like it.
The chimneys should be hollow but if You want, I can "make" the hole with GIMP (It's only a brush stroke).
Also, I would replace the car entrance with something different. More windows, a entrance, a shop...
I agree on the car entrance. It does not combine with the windows at the bottom floor. (And the arm of the entrance could never go up enough like this :)
I assume you are going to replace the plain red cylinders with real chimneys?

Considering this building is so high, the roof really needs a rain gutter. That could also make the rooftop a bit more interesting, since it is really dark right now. Only brand new buildings are perfect like that, if even. I would go for some dark grey so you could add a texture.
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Re: New Graphics - Blender ".blend" thread

Post by ArmEagle »

cadaver wrote:Desole I do not speak English
Ah, I guess that makes it harder for you to really understand our comments. So I added a few images to show the problems I have:

Your foundations, plain concrete pillars:
OTTD-reinforced-concrete-pre.png
OTTD-reinforced-concrete-pre.png (30.95 KiB) Viewed 3020 times
Real world: steel (for reinforcing) sticking out of the concrete, so the next layer can connect.
OTTD-reinforced-concrete1.jpg
OTTD-reinforced-concrete1.jpg (36.42 KiB) Viewed 3021 times
OTTD-reinforced-concrete2.jpg
OTTD-reinforced-concrete2.jpg (94.36 KiB) Viewed 3037 times
ArmEagle
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Re: New Graphics - Blender ".blend" thread

Post by ArmEagle »

cadaver wrote:Desole I do not speak English
(3 attachment limit reached, so one more in here)
I have two problems with this.

1. The walls have no thickness. You should be able to see the 'sides' of the wall.
2. Though said before, I really think the crane should be placed in the lift shaft.
OTTD-office.png
OTTD-office.png (88.5 KiB) Viewed 3019 times
I really like the building though. These are just some small things that I think can really make it look better.
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Re: New Graphics - Blender ".blend" thread

Post by dbkblk »

ArmEagle's translation in french for cadaver ;)
1 / Il dit que les piliers de bétons contiennent des supports en acier, ça ferait plus joli pour les étapes de constructions !
2 / Les murs n'ont pas d'épaisseur, on devrait pouvoir voir l'épaisseur en regardant la fenêtre qu'il a annoté 1)
3 / La grue devrait être placée sur la grille de l'ascenseur

What is already done is awesome ! This game will be even more beautiful !
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cid.67
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Re: New Graphics - Blender ".blend" thread

Post by cid.67 »

cadaver wrote:Can one ameliorer l building which appare in 1950
Any suggestions and welcome within the limits of the reasonable
this building looks rather nice.it's supposed to be a flats building.an entrance or windows should replace the entry but a shop may not be appropriated.
for the office building.the roof needs texture and in construction of this sort there is no frame.the lift shaft deserve more details.why removing one windows level whereas the building is still under construction with a crane inside?the pillars are too dark without reinforcement and ground pavement appears only at the end.
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