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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Field-Mouse
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Post by Field-Mouse »

Darkmast49 wrote:Hmm, I could help creating a particle system that looks like fake-grass in blender?
Hmm, havent thought of that.. Im kinda of a n00b :P but it would be nice to know if there is like a "standardized" way of creating grass and vegetation, as its nice if all of it is similar to each other, carry the same style.
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Post by Samwise »

You can create static furs and moving particles with a particle system in blender (F7>Physics) But of course, you can make grass with that as well ;)
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Post by Field-Mouse »

Darkmast49 wrote:You can create static furs and moving particles with a particle system in blender (F7>Physics) But of course, you can make grass with that as well ;)
Actually, i dont use blender, im currently working on my first 3d model for OTTD, using XSI instead of blender, then exporting it to blender (i hope) :)
i´ve heard of a program called xfrog, to create good looking plants and vegetation (not grass though), gonna try to get hold of it and see if it does the job:P

BTW i have been looking around in here and at the wiki for a couple of weeks now, and I must say, there are some pretty talented artist in here!
As we say in sweden: "Hatten av för dem", Its good work! Keep it up! =D
If this is ever finished, its gonna be a great new look for TTD! =D
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Post by Ben_Robbins_ »

Field-Mouse: the nearest thing to a texture pack, is the wiki site (the same page i linked you to last time... ( http://wiki.openttd.com/index.php/Stand ... raphics%29 ) I aint stuck any more in there, and nores anyone else yet... ive got more texures but don't want to spam the wiki with stuff unless it proves nessesery.

For standadised materials (In terms of unifying all the graphics) I think there needs to be a set texture for: Grass, Water, Pavement/Street, and Road/Drive.

I made a texture of the most common street tiles round me, and everywhere I've seen in england. If people like it it could be used for the standard street/pathment texture. (Aracirion used it near the bottom of this page: http://www.tt-forums.net/viewtopic.php?t=24857&start=80 )
If this is ok, then a tile amount per 12.5 square would need to be set.
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Post by Field-Mouse »

thx :) i have been looking around the wiki A LOT lately and had allready seen that texture page, but since A LOT of great stuff i´ve seen in this forum hasnt been posted on the wiki, i thought that maybe someone had made a texture pack or something and posted somewhere on the forum :P but i guess that is not the case. Im kinda new here, so u will have to forgive me for my n00bish questions :P Roar at me when i get too annoying :)
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Post by Aracirion »

new buliding ... I might put a tree in the garden but for now that didnt work .. ill try again later .... what do you think? as reference I used this picture
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Post by Field-Mouse »

GREAT HOUSE!! =D It looks good!
perhaps the windows are bit too blue to my taste though...
What method did u use for the grass??
Could you perhaps upload the blend file, I would very much like to study your building and see how it is built up.. for educational purpose, hehe :)
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Post by Saibot »

Very nice!
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Post by Aracirion »

the blend file is more than 12m .. dont know how to upload it .... I used Lightwave for modelling anyway, so I don't know if its of any use ... could I try uploading it in the wiki?

For the grass I used Fiber. I also attached my current settings.
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Post by Ben_Robbins_ »

Thats a really nice house. Perfectly suited to the original set
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Post by Field-Mouse »

i have another problem here :P
I tried to render my building in blender but it ended up all messed up.. Everything without a material ends up completely white, no contours visible and the things that i have assigned materials to (phong) ends up grey, without color, but with contours! However i have inserted cars from dmh_macs carpack, and they all render perfectly. Does anyone have any idea why this happens, what i did wrong??
and oh, i think im using the standard lighting set :) hehe
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Post by Aracirion »

Field-Mouse: could you post your object?
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Post by Field-Mouse »

Aracirion wrote:Field-Mouse: could you post your object?
do u mean pictures or blendfile??

Heres the a picture of a XSI render (cars look weird here) and a blender render. (white stuff is blender)

hmm, justnoticed that the green "grass" also appears as white.... hmm...

also, i guess i could add that rendering in blender TAKES SEVERAL HOURS!!
Im using a p4 3.6 ghz with 1024 ddr2 ram and a x1800xt and raided sata drives.
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Post by Ben_Robbins_ »

how are you moving the file across to blender, cuase stl just takes the mesh. I asume the cars have textures because they use no refernce files and where originally done in blender.

Blender seems to take ages, but i think thats just because the default lighting is the equivelent of a globe light wich also takes ages.
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Post by Field-Mouse »

Ben_Robbins_ wrote:how are you moving the file across to blender, cuase stl just takes the mesh. I asume the cars have textures because they use no refernce files and where originally done in blender.

Blender seems to take ages, but i think thats just because the default lighting is the equivelent of a globe light wich also takes ages.
Im using .obj file to transfer to blender. Materials look good in blenders "preview" rendering, in solid mode. but as soon as i render it, it gets weird. Cars have also been inserted in XSI, so they are also transfered, one more time than everything else:)

EDIT::
I just noticed that in blender a red material looks like the following in the little preview thingy in the materials tab. Seems to be invisible..?? or something...
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Post by BerberJesus »

@Field-Mouse

Check the alfa value. Normal its 1.00

@Aracirion

Great house! How make you the wall texture? Is that a image or a calulated texture?
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Post by Field-Mouse »

Thx m8!! That did wonders! Havent really learnt blender yet, so I appreciate your help very much! :D
Another question. Is the "brown" plane in the lighting set supposed to be one tile? In that case, how would I place my 1x2 tile building? (at least i think its gonna be 1x2, still havent got the hang of the scale here yet :P)
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Post by Aracirion »

Thx for the good feedback by the way. Ill look at the reflections.

@BerberJesus: its an image map by Ben ... actually its the "Old Red Bricks 03" from the library, plus bump map (made in photoshop), plus some orange procedural noise (clouds) to adjust the colour.

@field mouse: yeah, for now the standard file is just for 12,5 x 12,5m. If you want, you can adjust the size of the hole in the surrounding big plane if you want to use it with bigger objects. Eventually I want to build different templates for different sizes (including 25x12,5m), but first the light setting should be somewhat more definitely fixed (so please try it and head over to this thread and give us your opinion)
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Post by Prometeusz »

Hello!
Purno wrote:[...] the peeps at the top rows, can they see something of the game?
Who care? :twisted: the top rows has the cheaper tickets

I change sport type of the stadium from american footboll to "normal" footboll
is still many of things to do.
i waiting for any ideas and sugestions

progress:
modeling: 90%
texturing 50%
Render time: 1h 08m
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Post by Ben_Robbins_ »

Nice, You mowed the grass just right. Where are the goals though?

Hmm...these cheap seats, do people have to shimmy up the stadium framework to get to them, or is there a starcase/lift system?
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