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Re: New Graphics - Blender ".blend" thread
Posted: 10 Dec 2007 20:50
by George
Ben_Robbins_ wrote:Geektoo/George: It’s hard to agree to 2 differing opinions, but I've gone on what you said and made the attached. I agree mostly with Geektoo’s first post and have reduced the contrast between the tiles towards the base. The light is now shifted more to the forward side of 90 degrees right, but not as far down as the diagram in the topic you linked to George. This darkening around the top right hand side has allowed me to remove some of the yellow which I wasn't that keen on and I think is one of the main strengths in geektoo's grass. Anyway, is this more as you were describing?
Honestly, I do not like what we got on the left (shadowed) side. All three tiles have fast the same colour. On my diagram they were more differentiated. I hope we can increase the difference between the tiles, so from a single view the player could understand the correct direction.
Re: New Graphics - Blender ".blend" thread
Posted: 10 Dec 2007 21:11
by Wacki
athanasios wrote:Wacki: All of your tropical bildings are nice. What goes wrong is the tint of white on walls. They appear grey, unlike original that are white. I know it is blender problem, so you will have to photoshop.
Note: Keep the walls of the sheds grey. They make a variation. Make main buildings walls white.
Also the sand color is better than original. Only we will burn our eyes.
regards
athanasios
Thanks,
Walls are grey - because they are only tropical "cottages", not luxurious apartmans! I think, that it looks better than "clean white". Sand colour - I haven´t official textures for ground so I made my own.
Re: New Graphics - Blender ".blend" thread
Posted: 10 Dec 2007 21:23
by Ben_Robbins_
George: I thought the same as soon as I posted it, how about this? (attached). I don't want to make the far right too dark though. So if the difference isn't sufficient I think there is going to have to be some tweaking to the middle tones rather than lightening or darkening of the extreme tones.
Re: New Graphics - Blender ".blend" thread
Posted: 10 Dec 2007 21:26
by George
Ben_Robbins_ wrote:George: I thought the same as soon as I posted it, how about this? (attached). I don't want to make the far right too dark though. So if the difference isn't sufficient I think there is going to have to be some tweaking to the middle tones rather than lightening or darkening of the extreme tones.
Looks better. Could you make a screen shot of large landscape area to see how would it look in game?
IMHO the north-western tile should be a bit darker, and the western tile even darker. But let us look at big screen shot first.
Re: New Graphics - Blender ".blend" thread
Posted: 10 Dec 2007 21:57
by DeathTrans
Hi all OTTD community!! I am TT-TTDLX fan and I was very surprised to find this great community and know that the game continue to improve. Today I browse all this thread (It took me more than 3 hours!) and the work that your are doing is incredible!.
One question, the road graphics are definitive?, cause I think that there are too grey, it would be more ttd style with more darker asphalt. And the same for rails, doesn't mantain ttd style i think. There are only suggestions, of course.
I am very busy with exams right now, but next month i will try to help you with these proyect. I will visit the wiki and try to do some texture or icon,
Rob.
Re: New Graphics - Blender ".blend" thread
Posted: 10 Dec 2007 22:07
by GeekToo
DeathTrans : Welcome, any help is always appreciated
Ben: This time I agree with George

: This is starting to look good. And as I've found out the hard way, the real test for the grass is the tileability, so I agree with George again. A large ingame screenshot would be nice
Re: New Graphics - Blender ".blend" thread
Posted: 10 Dec 2007 22:41
by Ben_Robbins_
DeathTrans: Hi, and welcome to the forum. I did the roads and there was some debate as to how dark they should be and they are at the tone that was agreed. With the originals there is heavy variation between the sides and centre of the road, and having this effect at a higher zoom just doesn't seem to work, so a mid tone was picked.
GeekToo/George: To have a screenshot requires me to make all the changes (120 tiles) then add the grids again, so I can't do that straight away, but I have photoshoped a screenshot as a whole rather than tile per tile. I have actually changed it from the last one (new one attached) as the far right and bottom right sides were too bright/saturated in contrast when in game. It is true though the test for grass is tileability, and the amount of variation I have found you can get away with drops dramatically when you remove the grid lines.
edit: Removed 1st image as I have now updated all the tiles and attached new image. There are issues with the line thicknesses in places, but just ignore that for the sec. I think the distant right hand edge (facing 1-2 o'clock) is slightly dark now, and hard to tell apart from the flat?
Re: New Graphics - Blender ".blend" thread
Posted: 11 Dec 2007 03:39
by athanasios
Ben_Robbins_: A bit. No need to worry about it. In general, if we omit some repeated patterns (original TTD was worse), it looks great.
Wacki wrote:I haven´t official textures for ground so I made my own.
I 'd love to have such terrain. Real desert!
Wacki wrote:Walls are grey - because they are only tropical "cottages", not luxurious apartmans! I think, that it looks better than "clean white".
Lime is cheap!

If you plan to use them with original terrain they mismatch. With your sand terrain they fit, because it is less saturated.

Re: New Graphics - Blender ".blend" thread
Posted: 11 Dec 2007 05:23
by George
Ben_Robbins_ wrote:edit: Removed 1st image as I have now updated all the tiles and attached new image. There are issues with the line thicknesses in places, but just ignore that for the sec. I think the distant right hand edge (facing 1-2 o'clock) is slightly dark now, and hard to tell apart from the flat?
I'd like to say that I like this brightness very much! That is what I wanted - a different tone for every direction. Could you provide brightness schema for me (a grey tiles as I posted above)?
As for colours (brightness is Ok) I think North-eastern tile is a more yellow, thaт the others, it should be a bit less red and all the other tiles are too blue, they should be more red.
Good work, head it on!
Re: New Graphics - Blender ".blend" thread
Posted: 11 Dec 2007 09:11
by Michael24
Michael24: Thanks, there available to anybody, but currently I have made only 3 at full zoom. Feel free to resize if you want. I shall do more when I have time, and I still need to finish the 3rd one also.
Okey, thanks. Ill see what I can do.

Re: New Graphics - Blender ".blend" thread
Posted: 11 Dec 2007 14:00
by Ben_Robbins_
George: Pretty tricky to make a tone diagram from the grass, therfore I dought it is correct. I blurred, desaturated and increased contrast, then colour sampled that, and I've got to no.2 on the attached. 3 is the one you posted, and 1 is obviously the grass it represents.
I've slightly brightened the northeast face, and taken out some of the yellow, and I prefer that now. I have then red to the entire image (trees not excluded as it wasn't the tiles that got changed). Personally I think I prefer more green, since more red seems to make it all a more rusty colour.
Re: New Graphics - Blender ".blend" thread
Posted: 11 Dec 2007 15:36
by George
Ben_Robbins_ wrote:George: Pretty tricky to make a tone diagram from the grass, therfore I dought it is correct. I blurred, desaturated and increased contrast, then colour sampled that, and I've got to no.2 on the attached. 3 is the one you posted, and 1 is obviously the grass it represents.
I've slightly brightened the northeast face, and taken out some of the yellow, and I prefer that now. I have then red to the entire image (trees not excluded as it wasn't the tiles that got changed). Personally I think I prefer more green, since more red seems to make it all a more rusty colour.
Ok. Thank you!
Re: New Graphics - Blender ".blend" thread
Posted: 11 Dec 2007 20:49
by Wacki
athanasios wrote:Lime is cheap!
OK, you're right!

I try it remake and we will see, ok?
Re: New Graphics - Blender ".blend" thread
Posted: 12 Dec 2007 01:09
by athanasios
Thanks a lot. I suggest you keep the grey for sheds when there are more structures in a single tile, for variation.
People have enough money to buy lime for painting their house but will not bother for their storehouse.
regards
athanasios
Re: New Graphics - Blender ".blend" thread
Posted: 12 Dec 2007 09:47
by Wacki
Here is comparing between "old" and "new" houses.
It is better?
Re: New Graphics - Blender ".blend" thread
Posted: 12 Dec 2007 10:28
by Psistorm
I like the new version better, really

- the white gives the whole set a better feel, the grey reminds me a little of locomotion´s desaturated graphics.
Re: New Graphics - Blender ".blend" thread
Posted: 12 Dec 2007 14:10
by DeathTrans
Psistorm wrote:I like the new version better, really

- the white gives the whole set a better feel, the grey reminds me a little of locomotion´s desaturated graphics.
I agree too, the new light-shadows are more accuratte in my point of view! great work!
Re: New Graphics - Blender ".blend" thread
Posted: 12 Dec 2007 18:58
by Wacki
My other attempt for tropical flats. I know, that it isn´t very similar with original. But when I made balcony around building - it looks strange.
What are you thinking about it?
Maybe it want to remake hedge fence, but I haven´t plug-in for it and make it is difficult and fill plenty of time.
Re: New Graphics - Blender ".blend" thread
Posted: 13 Dec 2007 01:08
by athanasios
Wacki: Now your tropical houses rock!!!
About the flat:
It is true the hedge fence needs to be fixed.
Add some stuff on the roof: e.g a small structure with tin roof, an antenna.
Also I noticed the umbrella is somewhat flat.
regards
athanasios
Re: New Graphics - Blender ".blend" thread
Posted: 13 Dec 2007 01:15
by Jupix
Yes, very very beautiful indeed... I'd love playing with that.