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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richk67
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Post by richk67 »

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.
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.
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Post by Ben_Robbins_ »

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.
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Post by Ben_Robbins_ »

hmm, actually, it was more cause of my lighting than i thourght. (With on the left. Without on the right), don't get why its doing that, ill check it out tommorw.
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Post by richk67 »

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.
I think the paint job creates an optical illusion of it straightening up. Your face-on modelling (at right) looks perfect.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
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Post by Lamoot »

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.
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Post by Gorre »

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.
Looks like a very good props for future refinery and alike, very good.
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Post by habell »

Very good indeed.
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Post by Alltaken »

that is a nice tower.

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Post by Ben_Robbins_ »

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..?
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scalecheck001.jpg
scalecheck001.jpg (20.5 KiB) Viewed 6050 times
scalecheck002.jpg
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Last edited by Ben_Robbins_ on 26 Mar 2006 15:29, edited 2 times in total.
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Post by Born Acorn »

A scale like that would be good for having double track too.
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Post by Lamoot »

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.
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Post by Ben_Robbins_ »

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.
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Post by Alltaken »

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

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Shops and offices

Post by Czestmyr »

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 :D

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Post by Wolf01 »

nice :D
colors seem too much strong (load, bright or how you want to call it), especially the orange of the roof
the beige of the wall seem plastic
i think that this building is good for alpine/artic scenery
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Post by Ben_Robbins_ »

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?
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Post by WWTBAM »

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.
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Post by ZxBiohazardZx »

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.
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....

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

Post by Off the Rails »

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.
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Cinema11.zip
the .blend file
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A cinema!
A cinema!
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Re: Cinema - WIP Preview

Post by XeryusTC »

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.
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.
The red is also a bit too red, maybe it could use a bit of a maroonish tint.
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