The cab roof should be at the same angle as the window glass all the way up, and then curve smoothly into the roof. It looks as though the above cab bit in your model goes back towards vertical before smoothing into the roof. Otherwise, the model and shading are superb.Ben_Robbins_ wrote:update...its ot a more curved roof, its been sqashed downwards to make more square, and lifted up of the wheels slightly, (i recon it was too low)... In persepective shots i compaired it to the sample photo born acorn posted, and it seems closer. I think once the yellow area is textured, the front will look closer.
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- Ben_Robbins_
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I think i get you... I made the top peice of the front of the train return to vertical, cbecause it seems on some train models thats what happens.
http://www.railcar.co.uk/pics/100-109/101/mc28.jpg
http://www.railcar.co.uk/pics/100-109/101/2/nc04.jpg
On my render it looks very concave, but i have the completly wrong lighting set up. its just one target light at the moment.
In terms of the top of the front face of the train running smoothly into the roof, (if i get you right), all the images ive found have an almost right angle corner into the roof.
There seems to be many variations of this sort of train, but i have tried to make it like images of the train with the black square bit in the middle of the front peice, as these all seem more alike, and the one on the wiki site has it. ...
Also, on some images, im looking at now, the yellow painted area curves back to wards the front of the train, at the top, and gives the illusion that the top section, of the front face, slopes back steeper than it does at the very top. (as they come together at the same rate still)...if that makes sence...
Theres a high chance im complelty wrong here... but thats why its why it is at the second, but ill change it if its wrong.
http://www.railcar.co.uk/pics/100-109/101/mc28.jpg
http://www.railcar.co.uk/pics/100-109/101/2/nc04.jpg
On my render it looks very concave, but i have the completly wrong lighting set up. its just one target light at the moment.
In terms of the top of the front face of the train running smoothly into the roof, (if i get you right), all the images ive found have an almost right angle corner into the roof.
There seems to be many variations of this sort of train, but i have tried to make it like images of the train with the black square bit in the middle of the front peice, as these all seem more alike, and the one on the wiki site has it. ...
Also, on some images, im looking at now, the yellow painted area curves back to wards the front of the train, at the top, and gives the illusion that the top section, of the front face, slopes back steeper than it does at the very top. (as they come together at the same rate still)...if that makes sence...
Theres a high chance im complelty wrong here... but thats why its why it is at the second, but ill change it if its wrong.
Ben
- Ben_Robbins_
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I think the paint job creates an optical illusion of it straightening up. Your face-on modelling (at right) looks perfect.Ben_Robbins_ wrote:I think i get you... I made the top peice of the front of the train return to vertical, cbecause it seems on some train models thats what happens.
http://www.railcar.co.uk/pics/100-109/101/mc28.jpg
http://www.railcar.co.uk/pics/100-109/101/2/nc04.jpg
On my render it looks very concave, but i have the completly wrong lighting set up. its just one target light at the moment.
In terms of the top of the front face of the train running smoothly into the roof, (if i get you right), all the images ive found have an almost right angle corner into the roof.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Hello everybody, I am a fan of Transport Tycoon and Blender enthusiast. OpenTTD looks promissing, so I thought of helping this project a bit. Here's a radio tower render, the model still needs some details and of course it needs to be textured.
The render doesn't show the tower's final size, I am yet to figure out how the meassurement units and render size work (and yes I have read the post by Alltaken
, but still I don't yet get it)
EDIT: ok now we have the first version with some basic materials applied.
The render doesn't show the tower's final size, I am yet to figure out how the meassurement units and render size work (and yes I have read the post by Alltaken

EDIT: ok now we have the first version with some basic materials applied.
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- Gorre
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Looks like a very good props for future refinery and alike, very good.Crazy Vaclav wrote:An update on the refinery front. Needs more pipes, but any other suggestions? Also, as some might have noticed already, I started doing a little work on a steel mill. Any thoughts about how it looks? I mean, about the type of steel mill.
- Ben_Robbins_
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That mast looks really good. I kinda get confused about the scaling and things, but as far as i understand the scalling works out like this (2nd post down) http://www.tt-forums.net/viewtopic.php? ... &start=880
<edit> Hmm actually, im confused about scale more so now. In this mock up set, ive used a bit of alltakens track, and scaled a train to it, and made a basic bridge. The train here though would work out as about 10 meters long... while it should be about double this size, i think...
Also, does anyone no the angle of the smoothing slopes that would go between a tile of 1:4, and a tile of 1:1?
<edit again> ..well ive made everything now acording to measurments (train length 70', and the track is 1.435M between rails)... The bit that now confuses me, is that, a 12.5 tile is 1 quarter of the tile size of the 25meter ones... are the rail graphics made to run over 4 squares?...so 4 new squares 'acts' in the same way as 1 square in the current game..?
<edit> Hmm actually, im confused about scale more so now. In this mock up set, ive used a bit of alltakens track, and scaled a train to it, and made a basic bridge. The train here though would work out as about 10 meters long... while it should be about double this size, i think...
Also, does anyone no the angle of the smoothing slopes that would go between a tile of 1:4, and a tile of 1:1?
<edit again> ..well ive made everything now acording to measurments (train length 70', and the track is 1.435M between rails)... The bit that now confuses me, is that, a 12.5 tile is 1 quarter of the tile size of the 25meter ones... are the rail graphics made to run over 4 squares?...so 4 new squares 'acts' in the same way as 1 square in the current game..?
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- scalecheck001.jpg (20.5 KiB) Viewed 6050 times
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- scalecheck002.jpg (21.39 KiB) Viewed 6012 times
Last edited by Ben_Robbins_ on 26 Mar 2006 15:29, edited 2 times in total.
Ben
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There is no hurry with figuring out how to set up the camera and the render (from my side), as long as there is the model things can wait.
Some more progress has been made with the tower, the render shows it in basic state from 4 different sides. Now I ask you, how many different states would it need. I don't think it needs the "under construction" as it will always be present in the map on the same location. Night, seasons, damaged perhaps?
Also, are the art guidelines finished or are there still things to be agreed on? I'm asking because I'd like to finish a particular model as much as I can before starting on a new one.
Some more progress has been made with the tower, the render shows it in basic state from 4 different sides. Now I ask you, how many different states would it need. I don't think it needs the "under construction" as it will always be present in the map on the same location. Night, seasons, damaged perhaps?
Also, are the art guidelines finished or are there still things to be agreed on? I'm asking because I'd like to finish a particular model as much as I can before starting on a new one.
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- radio_tower_wip.png (105.86 KiB) Viewed 1924 times
- Ben_Robbins_
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That looks really good. It would need a night and day, and the 4 seasons, but i was leaving things like that till later, and just worring about the mesh and textures at the moment.
I was asking about the land gradients, and scaling so i can get on with some modeeling as well, cuase im confused at present.... sooo if anyone knows, can you explain it to me, espeically the smoothing slopes. Thanks.
I was asking about the land gradients, and scaling so i can get on with some modeeling as well, cuase im confused at present.... sooo if anyone knows, can you explain it to me, espeically the smoothing slopes. Thanks.
Ben
yeah that scale "looks" right. assuming you scaled the tracks to 1.4xxxx meters and didn't rely on my original scale.
we are taking the opportunity to zoom everything in a bit to make dual tracks, and road/trams a lot easier and more realistic to put in.
would possibly break compatibilty with the old game. but i think most things could be translated unless we get trams in the current system first, then it would be bung
Alltaken
we are taking the opportunity to zoom everything in a bit to make dual tracks, and road/trams a lot easier and more realistic to put in.
would possibly break compatibilty with the old game. but i think most things could be translated unless we get trams in the current system first, then it would be bung
Alltaken
Shops and offices
Ok, someone pointed me at this thread, so I'm posting my new building here as well. It's my version of the 1x1 shops and offices. Hope you like it as much as I do





- Ben_Robbins_
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Yeah the windows dont seem to stick out as much once its textured. Good Job. I like the little extra things youve put in, like lamps, and advert stands. Definatly worth 8 hours.
Does anyone no when this 'standardised texturing' is going to be avaliable/clear/done etc. And can anything be done for this?, like making of textures?
Does anyone no when this 'standardised texturing' is going to be avaliable/clear/done etc. And can anything be done for this?, like making of textures?
Ben
there are some buildings in ttd that have known locatios so iff you want to make it look like the real building go to http://www.chrissawyer.com/feature1a.htm.
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
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well the steel mill IMO is a littel small, we in netherlands have 1 huge steel mill or whatever @ ijmuiden (chorus steel) and i think that is a huge factory....Crazy Vaclav wrote:An update on the refinery front. Needs more pipes, but any other suggestions? Also, as some might have noticed already, I started doing a little work on a steel mill. Any thoughts about how it looks? I mean, about the type of steel mill.
just use google earth or so for pictures, i believe it has very big high towers and some ore storage places
ill try to download blender when i get home, get tutorials for it and try to help you out lol
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Cinema - WIP Preview
This is a preview image of a cinema I've been putting together. Hope you like it.
I know the roof needs more work, as well as the bare walls. I was thinking of a couple of fire escape doors and some kind of ridge running around the building.
Suggestions/criticisms/comments/free drinks welcome of course.
I know the roof needs more work, as well as the bare walls. I was thinking of a couple of fire escape doors and some kind of ridge running around the building.
Suggestions/criticisms/comments/free drinks welcome of course.
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- Cinema11.zip
- the .blend file
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- A cinema!
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Re: Cinema - WIP Preview
It looks a bit like a building you would see in a futuristic shooter, not that it's bad but it doesn't really fit into OTTD now, what you could do is changing the greenish color to some kind of gray or brick-red/yellow.Off the Rails wrote:This is a preview image of a cinema I've been putting together. Hope you like it.
I know the roof needs more work, as well as the bare walls. I was thinking of a couple of fire escape doors and some kind of ridge running around the building.
Suggestions/criticisms/comments/free drinks welcome of course.
The red is also a bit too red, maybe it could use a bit of a maroonish tint.
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OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone

OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone







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