New Graphics - Blender ".blend" thread (Works In Progress)
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- athanasios
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Better, but I think they are blurry. (Suppose render cannot be better.)
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- Ben_Robbins_
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Wacki: If your just using a colour, why do you need to use maps at all? I have never used output for a diffuse map, so I am not shore of the problem you have. If you want the green to be darker and your not using a map, you just click on the colour and darken it. You only need to alter the rgb if you use a map, (diffuse). In the image, it would appear that you have no Map set in the output parameters, wich would seem logical, but if that just links to the material/map browser again, then I'm not shore of the advantage of using the output map at all.
ZxBiohazardZx: The brick is getting better. You should find the original sprite and stick them next to each other to compair I think. Making the walls darker has consiquently made the drainpipes and windows apear dark, so if you just change them the same amount it should look nice. But its coming along. If you compair that last image to the first ones you posted many pages back, its come a long way.
To change the texture, it may just be easier to open it in an image editor, and alter the hue saturation/brightness contrast etc. then just tweak it in blender.
ZxBiohazardZx: The brick is getting better. You should find the original sprite and stick them next to each other to compair I think. Making the walls darker has consiquently made the drainpipes and windows apear dark, so if you just change them the same amount it should look nice. But its coming along. If you compair that last image to the first ones you posted many pages back, its come a long way.
To change the texture, it may just be easier to open it in an image editor, and alter the hue saturation/brightness contrast etc. then just tweak it in blender.
Ben
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ok then i will reset the amb and ref to the original value of 0.8 or 1 and just darken the bricks in paint or irfanvieuw:PBen_Robbins_ wrote:Wacki: If your just using a colour, why do you need to use maps at all? I have never used output for a diffuse map, so I am not shore of the problem you have. If you want the green to be darker and your not using a map, you just click on the colour and darken it. You only need to alter the rgb if you use a map, (diffuse). In the image, it would appear that you have no Map set in the output parameters, wich would seem logical, but if that just links to the material/map browser again, then I'm not shore of the advantage of using the output map at all.
ZxBiohazardZx: The brick is getting better. You should find the original sprite and stick them next to each other to compair I think. Making the walls darker has consiquently made the drainpipes and windows apear dark, so if you just change them the same amount it should look nice. But its coming along. If you compair that last image to the first ones you posted many pages back, its come a long way.
To change the texture, it may just be easier to open it in an image editor, and alter the hue saturation/brightness contrast etc. then just tweak it in blender.
and i agree the walls DO look better:)
next i will try to make an electrified railway depot but im affraid that will be totally different then the original OTTD sprite since that is a steam depot with electricity, where my depot should be more 50's or so with concrete later:P
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- Tycoon
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In real life it should be much more in its length and wider about 1.5 times. I suggest not only 2 you, but 2 developers too to think about the 8x length train couldn't get into 1x depot... Maybe we should build large depots, but trains should get there rarely so we could built few of them...
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- brick_wall1.jpg
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I've been a bit busy lately. I've got a barrel, a toolbox and a crate ready for implementation. Unfortunately, my fantasy is not that rich, so I really don't know what else to model.ZxBiohazardZx wrote:@tagdaze: can you please do a try for a more detailled version of the depot, i made big progress but i really cant get the details in i want to be there, for ideas check this picture:
http://www.noorderlicht.net/images/locomotiefloods.gif
its not that i quit modeling, i just have to do more blender tutorials, your monorail looked very nice.....
I'll use some more detail on future depot models though.
If you want to apply a skin or texture, use Bitmap. If you just want to colour it, use an RGB Channel.Wacki wrote:Ben: I have problem with RGB, when I don't use Bitmap, so diffuse colour is changed to white. I post image:
It thought the old depot was made of dark wood, not bricks.ZxBiohazardZx wrote:i stretched up the original sprite, in comparison with the train it is quite good imo, the color of the bricks is still not brownish i agree but with my current tools i cant get the original red-bricks any browner:P
- Born Acorn
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A clock would go in a station, not a depotM@n1@c wrote:maybe for a clock?

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- Born Acorn
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- Engineer
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New Church images
I have decided to start creating a little, and I am still getting the hang of Blender. This is what I have so far, it's some sort of church... I welcome comments...
Bye
Bye
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- Iglesia_RND.jpg (16.34 KiB) Viewed 4196 times
Juan Ignacio Carniglia
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- athanasios
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Lets suppose he didn't finish it, whatever it is...
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"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
The platform foundations (the four pillars) are lacking some details imho. Besides this it looks greatWacki wrote:I little remodeled my OIL RIG. So I hope, that is better?But I must still made some changes.

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