New Graphics - Blender ".blend" thread (Works In Progress)

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

Post by maquinista »

The tram depot is very nice. Also, It has some colour elements that could be used as company colours.

If there aren't changes in the iron ore mine, I will code it.
Antonio1984 wrote:tsjook:it look very nice...if you follow the Xand's advices, it will be perfect...he is always very helpful...
My only advice is eventually to add another stand (like that below the canopy)..the rest is very good...
This can be considered the final version...I think the next replacement will be the tramway depot:
I have finished the coding of the farm buildings:
http://jupix.info/openttd/gfxdev-repo/i ... ile&id=193

I like the result, but I miss the shadow. If You want, You can render it with shadow. Move the model to right, and add a ground plane. The shadow makes it much integrated with other sprites.
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

You're right..I always forget it...
Yes I think that door and lamp can be used for the company's colours..anything else?
What do you think about the rails in the depot?can you add them after rendering?
Finally:is there a 32bpp version of the below station layout?
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farmHouse6.png
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Cattura.JPG
Cattura.JPG (72.99 KiB) Viewed 4691 times
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

The bus stop was coded, but It should be recoded (It's the extra sprites problem).

The sprites not coded are the truck stops.

The silos will be reduced in the next release, with the z1, z2 and z3 sprites of the building. Also, if the iron ore mine are perfect, I will start to code it. I don't want to code it twice, because It has lots of sprites, because It needs z0, z1 and z2 sprites.

If I remember, the farm ground sprites was done by Alltaken.
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Screenshot.
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

I'm replacing the park...is there a generous guy that can give me a blender version of a tree?Otherwise I have study how to make a tree...
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

The parks are better to replace by single elements (statue, tree, benches, lamps...), and mixing them with GIMP.
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

maquinista wrote:About iron ore mine: Do You prefer a ground with these tiles?
..image..
I think that It will look better than grass tiles.
Fair enough, if it looks good then that is fine by me.
Xand wrote:1. A (sandy) parking lot, with some heavy equipment with a check-point/gate when leaving the terrain.
2. A road that will lead you down to the pit.
TBH there isn't really space for these...
Xand wrote:3. Omit the fence.
Meh, quite a lot of rendering time for a small change...
Xand wrote:4. The houses should look more if they are being used, meaning dirtier. There could be some rust on the roofplates, chimneys etc. They look to clean.
Well yes, but that involves some more effort w/texturing which I can't be bothered with :)
Xand wrote:5. Omit the house. I've never seen a pit with housing on the bottom, but in stead replace it by something like this:
I specifically made this look like the original graphics and OpenGFX graphics for consistency.
Xand wrote:For the walls, I suggest using a darker color. I've changed it in Blender and I think it looks a lot better.
I am finding that objects, especially ones which should stand out a bit like buildings, should be quite a lot brighter than expected to appear clearly at low zoom levels, so this was an intentional design choice.

Unless there are any serious objections to the Iron ore mine then I say code it, I dont really want to do any more work on it...
I'm replacing the park...is there a generous guy that can give me a blender version of a tree?Otherwise I have study how to make a tree...
I don't think any .blends have been released... You can either just photoshop one of the existing trees onto the final sprite, or you will have to find a plant-generating program (modelling a tree by hand is pretty impossible). I would try dryad: http://dryad.stanford.edu/ or the blender tree generating script from big buck bunny: http://www.bigbuckbunny.org/index.php/trees/ .

@Antonio1984
For the ground tiles you can use the shadow only setting to render the shadow as an alpha transparent one... See the attachment.
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Maybe is better to paste the trees later...meanwhile I add other details..
Zephyris: for the shadow, do you refer at the farm or at the park?and which attacement I have to see?
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park1.png
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Antonio1984 wrote:Zephyris: for the shadow, do you refer at the farm or at the park?and which attacement I have to see?
I meant for the farm and the tram depot as it would make the coder's life easier. I have tried again at attaching!

As for the parks you really can't use that ground texture, it has to reuse the same texture as the ground tiles. I will work on a texture for you which will (just about) work for the ground.

*edit* Having insulted your ground texture I really like your water texture! Would you mind posting the blend so I can have a play, I think it would work better than the current oversaturated blue water...
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BlenderShadowOnly.png
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Thanks..I didn't know that I can't use another texture..but what is the reason?For example..if I would change the ground under garden seat (something like dirty land instead of perfect grass)I can't?Apart from that, can I continue to work adding other details without problems?
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

I'm going to try and set up a blender particle/texture system which would allow the addition of grass matching the landscape base tiles in a nice way. Once it is set up you could use a particle density texture to control how dense the grass is, allowing patches of low density grass eg. under a bench. If you want an eg of how I want it to look in the end then my iron ore mine is a step towards this goal...
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

I don't understand yet why park can't be considered as the other buildings...I imagine that is due to the different grass colors at boundary...but it happens only in case that park is adjacent to a grass tile...however a fence in my opinion solve the problem...but maybe the problem isn't it..
BTW I've added a recreation area, waste bins, garden seats..I'd like to change the ground of recreation area..it should be sand...
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park2.png
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

This is a really simple implementation (more simple than I hoped); just use the grass texture in the attached blend as normal, I think it looks a lot better.

*edit* forgot to say that because this acts exactly like a normal texture you can do things like add paths, patches of bare ground/sand etc. just by applying different textures to different areas of the mesh.
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F 12,5 Grass 2.zip
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ParkPreview.png
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Re: New Graphics - Blender ".blend" thread

Post by r3fl3x3s »

The second one looks much better + parks usually have different types of grass anyways, they keep it short/cut and its more like a soccer field's grass which looks a bit brighter than the usual and a lot denser.
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Re: New Graphics - Blender ".blend" thread

Post by Xand »

In order to keep that color (the light one) of the grass so that it will blend in the environment/city, put a sidewalk around it in the same color as the other pavements.
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Re: New Graphics - Blender ".blend" thread

Post by sweetdude »

maquinista wrote:The bus stop was coded, but It should be recoded (It's the extra sprites problem).

The sprites not coded are the truck stops.

...
I don't think it is the extra sprites problem. There is just no 32bpp sprite for both the drive true stations (buses and trucks) They are just recently added to the wiki page.
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

maquinista:I recoded all, when I fixed some visual bugs, except the drive through stops; they left me stumped. I thought they were all in the updated package on the repository?

r3fl3x3s and in general: In relation to the park/grass: A number of times I've seen these comparisons with 1 bit changed which may be better but the elements it goes with are not, so it clashes more, even if it is better. Comparing the darker grass with water/swings/pier made on the lighter grass, to grass suited to there style is a bit meaningless. I had a fiddle, and made the other elements fit. It's really an and-or, not a 'the more [styles] the merrier'. They are different styles, if you prefer the other style or not isn't really a consideration for this project. It's a matter wanting a separate replacement set which isn't in the original style. This is a continuously reoccurring topic which geektoo recently brought up again. People need to be clear on keeping to 1 style, and that is the TT style, which we can safely say people here like. Having 2 very differently styled sprites next to one another will not look good, regardless as to if you have a pavement splitting the base textures apart or not (brushing over the fact the pavement is a texture in itself!)

There's plenty of times I want to break free of what the TT styles prerequisites limit me to...I, and others haven't made things in this style becuase we're unable to do otherwise, or see no appeal in doing otherwise...there is a reason!

Just take this into consideration when deciding how something will look.
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Last edited by Ben_Robbins_ on 18 Mar 2010 23:20, edited 2 times in total.
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

The gold (or is it diamond?) mine, all sprites, all construction stages, all animation stages. This will need the same photoshop-over-the-base-grass-tiles treatment as the iron ore mine.

source files here: http://jupix.info/openttd/gfxdev-repo/i ... ile&id=194
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Re: New Graphics - Blender ".blend" thread

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maquinista:I recoded all, when I fixed some visual bugs, except the drive through stops; they left me stumped. I thought they were all in the updated package on the repository?
I remember that the bus stop has some offsets wrong. Also, It should be updated for the 32bpp-extra project. This will solve all problems with extra sprites (sprites in openttdw.grf file).
r3fl3x3s and in general: In relation to the park/grass: A number of times I've seen these comparisons with 1 bit changed which may be better but the elements it goes with are not, so it clashes more, even if it is better. Comparing the darker grass with water/swings/pier made on the lighter grass, to grass suited to there style is a bit meaningless. I had a fiddle, and made the other elements fit. It's really an and-or, not a 'the more [styles] the merrier'. They are different styles, if you prefer the other style or not isn't really a consideration for this project. It's a matter wanting a separate replacement set which isn't in the original style. This is a continuously reoccurring topic which geektoo recently brought up again. People need to be clear on keeping to 1 style, and that is the TT style, which we can safely say people here like. Having 2 very differently styled sprites next to one another will not look good, regardless as to if you have a pavement splitting the base textures apart or not (brushing over the fact the pavement is a texture in itself!)
The park is placed over the grass tile. It needs to have a grass like the default grass. If the grass is different, It will look strange in the game.
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Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Hi guys...excuse me but my problem to understand english limit my comprehension...
I try to summarize:
Ben_Robbins said that is important to follow a standard way to replace the sprites...about light, texture, etc...is it correct?
Zephyris:you prefer the grass like the other tiles instead a different grass...but it is only a preference, it doesn't imply a problem in coding..is it correct?

Finally..my opinion...I agree with r3fl3x3s...I think it looks better a different grass for 2 reasons:
First of all the parks generally have a grass curated, preserved and treated, and this doesn't happen in ground that aren't parks..
Besides I think that in this way the park stand out respect to the rest of tiles..otherwise it seems mixed with the other grass...it isn't highlighted...
And I agree with xand..it is a good idea to add a sidewalk to integrate it in the rest of city...
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

I have coded the first sprites at z0 level with lines. The rest of the sprites will be coded faster, because the most difficult part is the preparation of the graphics.
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2293-2340 iron ore mine.tar
Preview file.
(686.5 KiB) Downloaded 230 times
Screenshot with other industries and vehicles. The road vehicles are from eGRVTS and the train is from Spain set.
Screenshot with other industries and vehicles. The road vehicles are from eGRVTS and the train is from Spain set.
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