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

Jupix
Chief Executive
Chief Executive
Posts: 683
Joined: 19 Feb 2005 09:08
Location: Finland
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Jupix »

#################
Antonio1984
Transport Coordinator
Transport Coordinator
Posts: 282
Joined: 02 Apr 2009 21:57

Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Yes..thank you very much!
Antonio1984
Transport Coordinator
Transport Coordinator
Posts: 282
Joined: 02 Apr 2009 21:57

Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

First attempt to replace this building: Image
Image
It is very basic...but also the original is basic...suggestions are welcome..
Xand
Engineer
Engineer
Posts: 86
Joined: 18 Feb 2010 18:17

Re: New Graphics - Blender ".blend" thread

Post by Xand »

The design of that building is indeed very basic, but here are some suggestions:
v6ivja.png
v6ivja.png (133.91 KiB) Viewed 3274 times
1. Darken the windows, because now you can see that it is a very small empty building.
2. Add a row of brick like you did below the windows. The transition of the windows to the roof look off.
3. Use a different color/tint for the roof. The color is way too close to the color of the bricks.
4. The angle of the roof is way too steep.
5. Use revolving doors
6. Have open and closed window awnings
7. Add air vents
8. Windows that can be partially opened. Horizontal or vertically.

Of course the location and the amount of details can be varied, but this should get you started. Gl.
Antonio1984
Transport Coordinator
Transport Coordinator
Posts: 282
Joined: 02 Apr 2009 21:57

Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Xand you're a precious resource..it's incedible how many ideas you have every time...thanks...I'll try to add them as much as possible..bye...
User avatar
tsjook
Traffic Manager
Traffic Manager
Posts: 197
Joined: 22 Apr 2009 18:33

Re: New Graphics - Blender ".blend" thread

Post by tsjook »

TBH I don't like the huge-ass square windows. The building appears quite early and a huge-windowed building will not look old in any way. Maybe you could use the rounded-off top and divide the windows in parts. Using simple leaded glass may look great.

And please check the roof tile texture. It doesn't look like a covered roof but more like a stack of ceramic roof tiles to me. :wink:

The tranparency is nice, but you'll need to model a bit of an interior this way. :)
Antonio1984
Transport Coordinator
Transport Coordinator
Posts: 282
Joined: 02 Apr 2009 21:57

Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

I've changed something...I have wanted to keep the same color of the roof as in the original building happens.
I've tried to add awnings, but I didn't like the result..so I have deleted them...
I've changed the roof shape, added air vents, 1 row of brick, and I've made more opaque the glass...
Attachments
shop3.png
shop3.png (122.85 KiB) Viewed 3230 times
User avatar
GeekToo
Tycoon
Tycoon
Posts: 961
Joined: 03 Jun 2007 22:22

Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

maquinista wrote:Maybe It's a bug. I will try to find if there are duplicated files in TAR files.
Yes, there are. I saw this the other day: http://wiki.openttd.org/City_Buildings_ ... raphics%29

The cinema and the theater are in fact the same building, so we have a duplicate between 32bpp-extra and base set.
r3fl3x3s
Engineer
Engineer
Posts: 9
Joined: 25 Nov 2008 03:42

Re: New Graphics - Blender ".blend" thread

Post by r3fl3x3s »

Nice work Antonio :) but I kinda liked your 1st model. Greenish windows adds a nicer look but a bit darker. If you keep the details from the 2nd one.. but the style of the first one + a thicker and smashed roof, I think it'll look much better.

For the roof to me it looks a bit weird.. I think the roof should be like this /--\ but yours is like /-/ in the 1st shot and /-| in the 2nd shot. I think going with a /-\ form in a squere all around will make the building look like an office, cuz right now to me looks like a tall house. Xand makes it clear in #4 diagram, and by adding a darker/dirtier roof will add more detail I think.

Keep up the good work, I'm your fan!!
Antonio1984
Transport Coordinator
Transport Coordinator
Posts: 282
Joined: 02 Apr 2009 21:57

Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Ok I'll try to make a trade-off between the 2 versions...but I don't understand the sppeching about the roof...I've used the same shape on both versions..the second one is only less steep incline...and both versions are inspired by orinal roof's building...what do you mean?
Bye...
User avatar
Zephyris
Tycoon
Tycoon
Posts: 2897
Joined: 16 May 2007 16:59

Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

I think this is what the comments about the roof meant, and I agree...

(blend and render attached)
Attachments
Roof.zip
(36.26 KiB) Downloaded 112 times
Roof.png
Roof.png (31.89 KiB) Viewed 3162 times
Antonio1984
Transport Coordinator
Transport Coordinator
Posts: 282
Joined: 02 Apr 2009 21:57

Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Ok, I have understand...
Tell me if you would change the roof's texture, and if yes how to change it.
Finally please tell me which parameters I have to modify to darken the glass..theese are the actual settings:
Image
Attachments
shop4.png
shop4.png (124.89 KiB) Viewed 3130 times
Jupix
Chief Executive
Chief Executive
Posts: 683
Joined: 19 Feb 2005 09:08
Location: Finland
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Jupix »

I'd put a light (as opposed to dark) gravel-like surface on the horizontal surface. Like this: http://www.cgtextures.com/thumbnails/te ... mbhuge.jpg

One other thing, the windows look a bit odd, mainly because they are not that much darker in the shadow side, and also I think they might be improved by giving them a slight blue tint.
#################
Antonio1984
Transport Coordinator
Transport Coordinator
Posts: 282
Joined: 02 Apr 2009 21:57

Re: New Graphics - Blender ".blend" thread

Post by Antonio1984 »

Jupix wrote:I'd put a light (as opposed to dark) gravel-like surface on the horizontal surface. Like this: http://www.cgtextures.com/thumbnails/te ... mbhuge.jpg
You mean to put gravel here?
Do you know which parameter I have to change for the glass of the windows?
Attachments
shop4.png
shop4.png (141.19 KiB) Viewed 3102 times
Jupix
Chief Executive
Chief Executive
Posts: 683
Joined: 19 Feb 2005 09:08
Location: Finland
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Jupix »

Antonio1984 wrote: You mean to put gravel here?
Yes, exactly
Do you know which parameter I have to change for the glass of the windows?
Sorry - haven't ever used Blender so can't help.
#################
Kogut
Tycoon
Tycoon
Posts: 2493
Joined: 26 Aug 2009 06:33
Location: Poland

Re: New Graphics - Blender ".blend" thread

Post by Kogut »

Gravel on roof? I think that it is rather bad idea.
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
User avatar
Zephyris
Tycoon
Tycoon
Posts: 2897
Joined: 16 May 2007 16:59

Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Kogut wrote:Gravel on roof? I think that it is rather bad idea.
Well not actual gravel, but a dark asphalt matting/concrete-like texture.

For the windows turn down the "RayMir" setting to a low value (~0.25?) and make the texture colour a darker blue. This should make the windows look better. Alternatively you can download one of my .blends from the repo and use the window texture from that.
Kogut
Tycoon
Tycoon
Posts: 2493
Joined: 26 Aug 2009 06:33
Location: Poland

Re: New Graphics - Blender ".blend" thread

Post by Kogut »

Roof is now OK, gravel-like things may look strange, chimneys (like in original) may be a better thing to add.
Correct me If I am wrong - PM me if my English is bad
AIAI - AI for OpenTTD
Jupix
Chief Executive
Chief Executive
Posts: 683
Joined: 19 Feb 2005 09:08
Location: Finland
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Jupix »

Kogut wrote:Gravel on roof? I think that it is rather bad idea.
For your information, gravel is often used on roofs in real life, and not only in homes, but in large office buildings, supermarkets and such as well.

The point in the case of this model is to apply a light material that looks believable. Doesn't matter whether it's actually gravel, since you can't see the detail in game anyway. I think the roof looks silly when it's all the same material and would look ugly with a dark material. (Not only ugly, either, but also confusing in that dark materials make it harder to see shapes because of the way shadows would be close to the color and brightness of the material itself.)
#################
Xand
Engineer
Engineer
Posts: 86
Joined: 18 Feb 2010 18:17

Re: New Graphics - Blender ".blend" thread

Post by Xand »

Jupix wrote:I'd put a light (as opposed to dark) gravel-like surface on the horizontal surface. Like this: http://www.cgtextures.com/thumbnails/te ... mbhuge.jpg

One other thing, the windows look a bit odd, mainly because they are not that much darker in the shadow side, and also I think they might be improved by giving them a slight blue tint.
I like the suggestions put forward by Jupix. I think they will add to your already nice design!
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Bing [Bot] and 16 guests