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

Post by maquinista »

It's very nice. I like it. This building has three construction stages:
Sprites needed.
Sprites needed.
shops.png (2.82 KiB) Viewed 3520 times
So there are no sprites for radar? Is that what you mean?

But is that so far everything that you have?

Thanks,
Wasila
I mean that the airpor sprites for radar are not modeled at the moment.
Hey,

I have another question. If you look at http://jupix.info/openttd/gfxdev-repo/i ... file&id=44, it mentions in the comments that it's released under GPLv2, but the official status is 'Unlicensed'. Could I please have some clarification?

Thanks,
Wasila
Lots of files have outdated their license status, because this feature (license status) was added latter.

The airport sprites has been done by Ben Robbins (Grass), LordAzamath, Antonio1984 and me. All of them accepts GPL:
http://wiki.openttd.org/32bit_Graphics_Licensing
I will update their license status, but this package needs various updates.
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 Antonio1984 »

Wotan wrote:I had a try with the 1x1 Shops which were noted as unclaimed on the wiki. What do you think?
1x1shops.png
Very very good work...only 1 advice...you should improve the roof texture...IMHO the corpus of the building are fantastic, it seems real. Instead the roof texture seems less accurate...
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Re: New Graphics - Blender ".blend" thread

Post by tsjook »

Wotan wrote:I had a try with the 1x1 Shops which were noted as unclaimed on the wiki. What do you think?
Firstly: A very nice building! A great effort! There are some little points which could be improved upon though.

There is some depth but the texture also looks flat somehow. Some parts, especially the sides of the windows, look like they're part of a 'folded paper' structure.

Maybe adding some depth and even beveling some edges (making them less artificially sharp looking) would help.

And it's such a waste that the main part of this very nice building is in the shadow. How about turning it 90 degrees?

And I agree with Antonio on the roof texture. The colour is very original though, and does actually resemble a realistic roof colour especially if you darken it a bit.
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Re: New Graphics - Blender ".blend" thread

Post by AndersI »

Wotan wrote:What do you think?

I think the roof is very bright, and the front is *very* dark. I don't know how much of that comes from me still using a CRT monitor, not a LCD screen, though.
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Re: New Graphics - Blender ".blend" thread

Post by Wotan »

I darkened the roof for the 1x1 Shops, rotated the building so that the best parts of it would be better lighted, placed the windows a little further into the wall and added some construction stages.

What do you think?
1x1shops.png
1x1shops.png (243.19 KiB) Viewed 3106 times
1x1shops-cs2.png
1x1shops-cs2.png (214.65 KiB) Viewed 3106 times
1x1shops-cs1.png
1x1shops-cs1.png (127.7 KiB) Viewed 3106 times
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hyperion
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Re: New Graphics - Blender ".blend" thread

Post by hyperion »

@Wotan:amazing model.details and texture are very nice.construction stage too. :bow:

design of the model doesn't really fit with the original 8bpp one but i like it. good work
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Re: New Graphics - Blender ".blend" thread

Post by toooomas »

Very good building, but roof seems kind of "lame". It needs something, but question is what... :D
The construction stages look great.
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

toooomas wrote:Very good building, but roof seems kind of "lame". It needs something, but question is what...
Is it made in blender? Just turn on normal for the roof texture. You could also add some ridge tiles but that probably won't be needed...
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Wotan
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Re: New Graphics - Blender ".blend" thread

Post by Wotan »

I'm not satisfied with the roof either. Do you have any ideas on how to improve it?
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Re: New Graphics - Blender ".blend" thread

Post by Jupix »

I'd let go of the oxidised copper look and go with a more understated black material. As it is I think it's going to pop a bit too much as it's a large area in a bright color.

Image

If changing the color is out of the question, I'd add a layer of staining and dirt to give it a more distressed look, in effect making it a bit darker and a lot less regular.
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Wotan
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Re: New Graphics - Blender ".blend" thread

Post by Wotan »

I think this black roof works better. What do you think?
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Re: New Graphics - Blender ".blend" thread

Post by Jupix »

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

Post by cmoiromain »

I think you should change the gutter from greenish to grey, and it will be perfect.
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Re: New Graphics - Blender ".blend" thread

Post by toooomas »

Yeah, cutters should be the same style that the roof.
Also I believe that the house this size, has to have at least two chimneys and the position should be more of the center of the house.
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Re: New Graphics - Blender ".blend" thread

Post by Wotan »

I've made a few adjustments. Is this better?
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Very nice. I will code it when It was ready.
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Re: New Graphics - Blender ".blend" thread

Post by Wasila »

And then upload to the repo!
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Re: New Graphics - Blender ".blend" thread

Post by toooomas »

Very good, everything looks very nice and on place.
There is one thing. I don't know if the advertising sign on the sidewalk has meant to be so big? Usually they are smaller and doesn't take the whole sidewalk. :mrgreen:

But all in all, very good!
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Re: New Graphics - Blender ".blend" thread

Post by Wotan »

I've started on the viaduct from the Total Bridge Renewal Set. I know that this is not a "standard" OTTD graphic but it is listed on the tracker and many people play with the TTBRS.

What do you think?
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Re: New Graphics - Blender ".blend" thread

Post by Ben_Robbins_ »

Wotan: Great work; and so I'm going to suggest a few final tweaks for your building. (bug list if you will)

The side facing the sun should be slightly brighter.

The texture tiling is quite clear on the front of the building where the white brick reappears in sequence. I'd suggest either taking it out of the texture, or put a few small props around the area it occurs in such as iron triangulated bars coming out that may have held signs or had ropes on them for lifting things up (given that it looks like a once-Victorian factory).

The windows on the shadow side of the building actually appear lighter than the ones in the sunlight, so I'd suggest darkening these somewhat.

Finally the roof texture and the lighter brick texture are both quite subtle, and the lighter brick one in particular is slightly cloudy. I'd suggest increasing the texture size, so that things like the roof tiles are exaggerated in size, and/or upping the contrast, or noise level on the texture.

The bridge is a really nice interesting in shape and features. Again I would say the texture is slightly cloudy.
Ben
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