New Graphics - Blender ".blend" thread (Works In Progress)
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- Crazy Vaclav
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I don't really understand why we need a standardized set of lampost etc. Not all lampost in a city will look the same, and lamps on buildings might look different depending on when they were made. It would be best, I think, to let the artist choose and make what he/she thinks looks best with the model in question.
- Ben_Robbins_
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Well models would could just be helpful for people to use/modify, but referencing things is useful.
After watching that animation for a a long time, im a bit confused on the scale. Is it 2x1 squares. If so its a tiny train. I stuck a train i did over it and it would stretch the entire platform length.
After watching that animation for a a long time, im a bit confused on the scale. Is it 2x1 squares. If so its a tiny train. I stuck a train i did over it and it would stretch the entire platform length.
Ben
I'm glad you like it. It took some 30 hours to render so it's nice to know it wasn't in vain. 
It's actually loosely based on a station near where I live, and it's very much a regular railway station. But then again, it does have a little of a monorailish look, so I might try doing it in monorail (also).

Wolf01 wrote:i like it, but seem more like a monorail style station than railroad style
It's actually loosely based on a station near where I live, and it's very much a regular railway station. But then again, it does have a little of a monorailish look, so I might try doing it in monorail (also).
I wasn't actually talking about objects but blender lights. City (or a company) usually uses one type of a light bulp for underpasses and such, so the color of the light is always the same. This is what I was referennig to.Crazy Vaclav wrote:I don't really understand why we need a standardized set of lampost etc. Not all lampost in a city will look the same, and lamps on buildings might look different depending on when they were made. It would be best, I think, to let the artist choose and make what he/she thinks looks best with the model in question.
It's based on a reality (for now), so it doesn't quite fit to the tiles. But once it's finished it'll be close to a 2 x 3. I was just testing how it would tile, and I have to change it anyways. The emu (sm1) that I used is modeled to real scale, and it's length is 2 x 25,9 m, so the platform is about 60 m, if that helps you to put it in scale. Come to think of it, this makes the platform over 4 tiles long.Ben_Robbins_ wrote: After watching that animation for a a long time, im a bit confused on the scale. Is it 2x1 squares. If so its a tiny train. I stuck a train i did over it and it would stretch the entire platform length.
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what about tile-ability....????Hazen wrote:Here's a little sample of a station I've been working on. All the details aren't there and it's not as tileable as it needs to be, but still, it's a start.
On a sidenote, when the material library is started, in addition to actual materials, we also need a set of standard lamps for things like underpasses. There is a faint (too faint?) orange light in this underpass if you look closely, this is what I mean.
P.S. The little voices in my head made me also do a little animation of the station in action , it's ~311 kb and you need xvid codec.
the station you posted seems to have a fixed lenght....?
what about the "6x6 station" or another form.....
1x6 station, the 6x1 station.......
- Ben_Robbins_
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On Trains (such as the pannier tank <2nd on wiki list>) the wheels are connected by rod, that spins with the wheels (...not a clue what its called..)... in the game, for this to rotate, will the train just be animated with a varinging frame rate, (for speeds) or would this part work similar to smoke where its done seperatly?
Ben
Historical town building
Hello people! Here's another historical town building from my workshop. It is not finished yet, it'll need more detail on the side wall and roof. Also the lighting is a bit changed in order to make it easier to see the details. The final version will have standard lighting again. So feel free to post comments 
I guess this one will stay untextured till the standardised material library shows up.

I guess this one will stay untextured till the standardised material library shows up.
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- Crazy Vaclav
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- Crazy Vaclav
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Well, maybe I'm not following YOU
I thought you mentioned making the building grey, but it consists of more objects, thus making it grey would require applying a material to multiple objects, not selecting a single object and making it grey 200 times. Or did you mean making the rendered thing more dark?

- Crazy Vaclav
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- Ben_Robbins_
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Hmm... I missed this image. It looks very very very niceHazen wrote:

Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.

Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
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Nope. That didn'ŧ work with me. I solved the problem already according to dmh_mac's advice. Thanks anyway.object mode, select all, deselect camera's and lamps and give the colour to that....
Here's an updated version, original lighting, darker material.
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