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Posted: 02 Apr 2007 17:12
by ZxBiohazardZx
hmmz i accidently moved some vertices of the inside-door-koloms, i just setted those back, not uploading it, just consider that done, same for the black ends on the back=> fixxed that

Posted: 02 Apr 2007 21:09
by Ben_Robbins_
Wacki: I defiantly prefer the roof now. The last was pretty bright. The handles on the garages convince me there not electric now!...although…a chain hanging at the side would be even more convincing.

The LS is up to date with the .blend one I think, so unless the .blend one develops, It is done.

ZxBiohazardZx: Comments:

Why don't you edit your previous posts, rather than quadruple posting. It’s in the forum rules, and running commentary on the making of graphics isn't necessary for a post in itself.

The Building appears very similar to the single render you attached a short while ago, and requested comments for. I would therefore suggest them again! I would say, darken the bricks, sink the windows, and add some props.

Posted: 03 Apr 2007 01:45
by Costas
excellent work all!!! I wish I had time to learn to use blender, it seems u r having so much fun... I dont even have time to draw anymore. Too much time spent admiring all the stuff here!!

Posted: 03 Apr 2007 09:03
by ZxBiohazardZx
Ben_Robbins_ wrote:Wacki: I defiantly prefer the roof now. The last was pretty bright. The handles on the garages convince me there not electric now!...although…a chain hanging at the side would be even more convincing.

The LS is up to date with the .blend one I think, so unless the .blend one develops, It is done.

ZxBiohazardZx: Comments:

Why don't you edit your previous posts, rather than quadruple posting. It’s in the forum rules, and running commentary on the making of graphics isn't necessary for a post in itself.

The Building appears very similar to the single render you attached a short while ago, and requested comments for. I would therefore suggest them again! I would say, darken the bricks, sink the windows, and add some props.
how can i darken the bricks? its a texture, the wall aint colored, so how can i darken it?

windows sink into the wall but its really hard to do that with my current setup, i will try that later;)

and some props? like what?

EDIT: sank in the windows, and mockup with 2 diffent textures of a brick wall.....

Posted: 03 Apr 2007 09:50
by ZxBiohazardZx
would be nice if we could get these trains (dutch set but anyway) in the wiki as well, raven did some great work on them:)

problem is the lenght of the trains sometime and the colors are to many (if i got him right), same for his trucks, i would like to see them on wiki and ingame later if he wil allow it:$

Image

Posted: 03 Apr 2007 09:57
by DeletedUser21
:shock:

...

...

...

...

That just really made my day! COOL!

Can you imagine how I want to play with them? :P
Super aweseme! *drool*

Posted: 03 Apr 2007 11:00
by ZxBiohazardZx
mr X the graphics are done by Raven (YEAH HE OWNS!)

ok for the depot=> added the bogeys, tried to darken the texture but i really could not do it.....

ben what do you think of the bogey inside and on the back of the depot? want some more features in the depot? if so then suggest some:P

the bogeys are yet untextured and not sure if they are scaled correctly, need some more info on that....
(what color are new bogeys and wheels?)

Posted: 03 Apr 2007 11:33
by Alltaken
Yes Raven is a very vey efficient worker, and has some amasing skills.

his collection of graphics is in the thousands, and they are in the hundreds of MB (if not GB) of disk space.

I don't know if he's on high speed internet or not, if not then i would be happy to send him some $ to burn the stuff to DVD or CD and send it to the nearest person who can upload, convert to OTTD and share with the rest.

some fantastic work.

we also have some fantastic artists here who are putting out great work to, so i think we have the team capable of a beautiful game, we certainly have the enthusiasm required to get it to work, and the drive to learn new things.

Really pleased to have been involved in this stuff guys. keep up the good work.

Alltaken

Posted: 03 Apr 2007 11:53
by DeletedUser21
ZxBiohazardZx wrote:mr X the graphics are done by Raven (YEAH HE OWNS!)
Yeah, you said so in that same post. :)

Alltaken, I would also be glad to give him cash or sponsor him empty DVD's to burn the stuff on. I mean, I would really love to see all the advances he has made and to see it implemented into OTTD and the wiki.

*Mr. X keeps on dreaming. :P

Posted: 03 Apr 2007 12:15
by Raven
I can afford to burn a DVD :)
(not so much to pay for the house loan though)

However, I lost a ton of stuff when i moved in from my parents house (about a year ago), and only around this summer I started again modelling. I've made a lot of experimental projects, like urbanism & ages, vehicle sets, etc.
But I'm afraid they were never designed to be rendered so large


I've sent some stuff to Ben, but I keep on doing backups, just in case.

I keep on having problems with animations + ambient oclussion, since pixels seem to like dancing.

As an example of all the above, this windmill.

If I hadn't designed it to be a pak96 image, lots and lots of stuff would have been taken into consideration, like carved windows, strings, some stuff scattered around... I think I just wanted to test animation on this one.

I still see the size 256 as the desired one, I'm afraid my stuff isn't designed for such detail, so don't be dissapointed. However, if you still find it useful, I don't mind at all to share.

I'm considering those megaupload and other filesharing pages for the task.

Regards

Posted: 03 Apr 2007 12:33
by Seelenquell
Raven wrote:...
I keep on having problems with animations + ambient oclussion, since pixels seem to like dancing.
does baking the AO-texture help? i would bake the AO and use it in the diffusion-channel. maybe then there´s no flicker?

Posted: 03 Apr 2007 12:52
by ZxBiohazardZx
Raven wrote:I can afford to burn a DVD :)

However, I lost a ton of stuff when i moved in from my parents house (about a year ago), and only around this summer I started again modelling. I've made a lot of experimental projects, like urbanism & ages, vehicle sets, etc.
But I'm afraid they were never designed to be rendered so large

(not so much to pay for the house loan though)

I've sent some stuff to Ben, but I keep on doing backups, just in case.

I keep on having problems with animations + ambient oclussion, since pixels seem to like dancing.

As an example of all the above, this windmill.

If I hadn't designed it to be a pak96 image, lots and lots of stuff would have been taken into consideration, like carved windows, strings, some stuff scattered around... I think I just wanted to test animation on this one.

I still see the size 256 as the desired one, I'm afraid my stuff isn't designed for such detail, so don't be dissapointed. However, if you still find it useful, I don't mind at all to share.

I'm considering those megaupload and other filesharing pages for the task.

Regards
raven i really love your work, i would appriciate any work you have that is usable for OTTD, to be posted on the wiki or wherever, we want YOUR uber GFX:)

Posted: 03 Apr 2007 14:06
by charlieg
You probably want to render the windmill tower separately from the sails, then superimpose the sails on top of the tower to create the animation. That would address the dancing pixels.

Posted: 03 Apr 2007 21:21
by Raven
thanks for the tips, AO map baking sounds fine, I'll look for a tutorial.

About rendering the moving parts differently, that's what I usually do, since teh pixel dance is way too hideous.

I've got a little doubt, please refer to attached shot, see the extremely duplicated list of materials? I obtained them trough appending unlinked objects and messing around with different light setups over the months.

Is there a way to merge two materials, so one dissapears and becomes the other? And I mean automatically, since [M0] Iron is in at least 120 objects.

thanks

EDIT: Attached the model of the steamer. American H4 Pacific

Posted: 04 Apr 2007 02:39
by Need_Help
I don't really understand your question.......you mean you want a 'blend' material?

Thanks :)

Posted: 04 Apr 2007 10:01
by Raven
Nope, I want all material A to become material B.

Like using Nodes, but replacing entirely one of them.

Posted: 04 Apr 2007 11:43
by Wacki
This is my attempt for Oil rig.

Posted: 04 Apr 2007 11:58
by ZxBiohazardZx
the depot including a steam engine (borrowed raven's unfinished H4)

btw raven=> no idea on how to join 2 materials, i looked for it but could not do it myself either.... the delete button only removes the links, not the material:P

also nice train man, lots of components but it looks great...

see render

Posted: 04 Apr 2007 11:58
by ZxBiohazardZx
Wacki wrote:This is my attempt for Oil rig.

WOW! :shock: really nice man!

Posted: 04 Apr 2007 12:05
by Need_Help
I never use Blender3D, so I don't know how was it looks like. My question is, why you need to make them 'disappear'? If its me (with Max8), I will just clear it from the material editor (which I don't think its in Blender, I don't know). Is it because you feel that its too 'complicated' and 'untidy' to have all the materials there?

Thanks :)

PS : ZxBiohazardZx, why don't you put all the things that you want to say in just 1 post? In some forum (most of them), they DO NOT allow double posting, because there isn't the need to do so when you can just say all the things in 1 post. You can just copy and paste what he said in your post, with Quote (from the button when you reply) if you don't know.