New Graphics - Blender ".blend" thread (Works In Progress)
Moderator: Graphics Moderators
from http://www.blender.org http://www.blender.org/cms/Video_Tutorials.396.0.htmlI am little more visual learning than the manual gives me.
those are the video tutorials that will help you learn.
i have heard of swift3d but is that not designed more for SWF export stuff?
you can use any software you like but it should be exportable to a format that blender can handle importing.
Alltaken
Who recognize it?
I've made it with Sketchup, and made the rendering with blender. It works well, except with the colors (especially when a texture is applied). I'm new with blender, and I could see where the problem is for the ground's color (the settings in the material colors seem OK). Can anyone help me (the .blend file is attached)?
I've made it with Sketchup, and made the rendering with blender. It works well, except with the colors (especially when a texture is applied). I'm new with blender, and I could see where the problem is for the ground's color (the settings in the material colors seem OK). Can anyone help me (the .blend file is attached)?
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- bureau.blend.zip
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- Picture 2.png (157.88 KiB) Viewed 4492 times
i recognise it.
ok, small things to do. add some kind of things to the roof. perhaps vent areas, a lift shaft housing....
also the scale of the building is now out (the original images were to a bad scale, we are doing new scales for new graphics)
your windows are about 3 meters wide (each) and about 6 meters high (each). this is a bit of a problem.....
it is good to base this building off the original but we also need to make it more realistic in the process.
if anyone knows of the real original that the TTD graphics were based on then we would have a good reference to make it more realisitc.
just some general ornamentation.
also (for all building developers)
you will also need to provide the "construction" stages for the building.
i believe each will have 4 or so stages.
first person to make a good crane gets the honor of that one being the official one
(unless we have different cranes for different era's)
Alltaken
ok, small things to do. add some kind of things to the roof. perhaps vent areas, a lift shaft housing....
also the scale of the building is now out (the original images were to a bad scale, we are doing new scales for new graphics)
your windows are about 3 meters wide (each) and about 6 meters high (each). this is a bit of a problem.....
it is good to base this building off the original but we also need to make it more realistic in the process.
if anyone knows of the real original that the TTD graphics were based on then we would have a good reference to make it more realisitc.
just some general ornamentation.
also (for all building developers)
you will also need to provide the "construction" stages for the building.
i believe each will have 4 or so stages.
first person to make a good crane gets the honor of that one being the official one

Alltaken
Uncle Dex Says: Follow the KISS Principle!
I will add a garage or car port. I do not think I should add more plants until the official trees are ready.MeusH wrote:As a first attemt, is is incredible. I may just suggest what to improve:
-Add more flora to the garden
-Split garage and door. Now, patch from car gate leads to main door. I think you should make one rectangular way from gate to the garage and one, slimmer patch to the main door.
Regards
Burschik
I am using the blender setup from the wiki. First of all, my version of blender (2.36 Linux) always crashes when I try to animate. Is this a bug of the setup, or the program?
I find scaling and placing the buildings rather difficult. Would it not be possible to add appropriately scaled and placed tiles to the setup. Perhaps 1x1 to layer one, 2x2 to layer two and 3x3 to layer three?
Furthermore, it might be a good idea to create a library of common objects and textures, such as trees, cars, and concrete, glass or grass textures.
Regards
Burschik
I find scaling and placing the buildings rather difficult. Would it not be possible to add appropriately scaled and placed tiles to the setup. Perhaps 1x1 to layer one, 2x2 to layer two and 3x3 to layer three?
Furthermore, it might be a good idea to create a library of common objects and textures, such as trees, cars, and concrete, glass or grass textures.
Regards
Burschik
A photo of the original was posted on the last page...Alltaken wrote:[...]
if anyone knows of the real original that the TTD graphics were based on then we would have a good reference to make it more realisitc.
[...]
Creator of the Openttd Challenge Spinoff, Town Demand patch
After action reports: The path to riches, A dream of skyscrapers
After action reports: The path to riches, A dream of skyscrapers
It's a nice start, but it needs some more detail.G0RR3 wrote:This is my 'Crane attempt'. Transparency degrades the aerial-rope
Try making it look more like this (diagonal crossbars, the thing on top, more prominent pivot point).
http://www.sustainability-east.com/asse ... 20site.jpg
- shampie
- Engineer
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Agree, you will need a LOT of contra weights if you dont balance it more to the center.dmh_mac wrote:It's a nice start, but it needs some more detail.G0RR3 wrote:This is my 'Crane attempt'. Transparency degrades the aerial-rope
Try making it look more like this (diagonal crossbars, the thing on top, more prominent pivot point).
http://www.sustainability-east.com/asse ... 20site.jpg
Your attempt is great! build futher on that one!
P.S All the previous building mentioned, are they going to need to have there construction phases created too? or is it planned to use 'general' construction sites which pops up a building that looks different then what is constructed (sim city style)?
Yes they will "All" need construction phases.shampie wrote: P.S All the previous building mentioned, are they going to need to have there construction phases created too? or is it planned to use 'general' construction sites which pops up a building that looks different then what is constructed (sim city style)?
however these can be added in later via Grpahics file updates.
and since its an open source game the original artists don't necisarily need to do this (since their source files will be uploaded)
we can have generic building phases to start with, but over time we will expect them to be per-building. so we may as well start now..
I need to create a Graphics Matrix, to display and record which required images are present. since we will have a number.
Day/Night, Building phases, Heliport/no heliport..... (heaps of stuff)
it will be a pretty big admin task, but well worth it IMO.
Alltaken
This isn't true, a lot of cranes are pinned to concrete slabs since they already have enough leeway through the pivot point and the trolley running in the arm.MeusH wrote:Cranes go on tracks and are full flexible in movement. They can go forward, backward and rotate. It is important cranes can rotate. Your crane can not. It is fixed to the concerte.
Nice, but I see some useless parts on the crane, which make it somewhat unrealistic.G0RR3 wrote:This is my 'Crane attempt'. Transparency degrades the aerial-rope
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- crane.PNG (42.23 KiB) Viewed 4027 times
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.

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- Gorre
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Thank you for that photo. Yesterday, I took my field-glasses and looked on our local cranes and got the same feeling that something must be done with the top.dmh_mac wrote:It's a nice start, but it needs some more detail.G0RR3 wrote:This is my 'Crane attempt'. Transparency degrades the aerial-rope
Try making it look more like this (diagonal crossbars, the thing on top, more prominent pivot point).
http://www.sustainability-east.com/asse ... 20site.jpg
Well, you are right and wrong, the rotation system is simply too small so you can't see it. I changed it.MeusH wrote:Cranes go on tracks and are full flexible in movement. They can go forward, backward and rotate. It is important cranes can rotate. Your crane can not. It is fixed to the concerte.
EDIT2:
Changed at 14:20 CEST
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