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Re: New Graphics - Blender ".blend" thread
Posted: 27 Mar 2008 21:14
by Ben_Robbins_
Nice work, although I think the colours should be more saturated. i.e. more red, less pink.
Re: New Graphics - Blender ".blend" thread
Posted: 28 Mar 2008 07:45
by athanasios
brupje: the whole wall in vehicles station is the same color. It would be better to use company color with more caution: I would either use CC for the pillars and draw the rest in other color or as a seccond option the reverse.
Re: New Graphics - Blender ".blend" thread
Posted: 28 Mar 2008 09:30
by Field-Mouse
Hi!
Nice to see all the new stuff that has been made since I last visited here
I just need to say that I really love the grass, its perfect, it has the same nice color as the original! Perfect!
Now, I dont mean to be barging in like an asshole and begin pointing fingers and all that but.. shouldnt the lorry loading bay be a little more.. loading-bay-ish and little less depo-ish? I really really really think the loading bay should have a loading bay, sort of like this:
http://www.safetybydesign.co.uk/loading-bay.jpg
(But dont get me wrong, the quality is excellent!, Im just conserned about the "layout", not the artwork itself)
Although love the looks of the bus station

Have you tried connecting the 2 glass roofs and putting more seats under them?
Im gonna take a "few" minutes and read through all the pages in this thread ive missed!
If there is anything I can do to help you guys, just ask and Ill do my best with the time I have

Re: New Graphics - Blender ".blend" thread
Posted: 28 Mar 2008 11:53
by brupje
Ben_Robbins_ wrote:Nice work, although I think the colours should be more saturated. i.e. more red, less pink.
How would I get that effect?
athanasios wrote:brupje: the whole wall in vehicles station is the same color. It would be better to use company color with more caution: I would either use CC for the pillars and draw the rest in other color or as a seccond option the reverse.
Well, I considered other options, but found this to be the best. I will post my blend files soon, so you can try for yourself

Re: New Graphics - Blender ".blend" thread
Posted: 28 Mar 2008 17:15
by Field-Mouse
I just noticed something..
http://wiki.openttd.org/index.php/Image ... tepack.png
Doesnt this road layout have a disturbingly familiar shape? hehe

Re: New Graphics - Blender ".blend" thread
Posted: 28 Mar 2008 19:16
by Field-Mouse
Sry for the double post but:
I would like to know if you guys think this is something I should continue on or just drop and start again. Sorry for the bad rendering :S Im not really that good with 3D apps.. Anyways its made in XSI (a long time ago) and im not sure if I should pick it up again or not...
http://mongo.cc/upload/building1.jpg
http://mongo.cc/upload/building2.jpg
Based on this building:
http://mongo.cc/upload/building3.JPG
Thanks for any feedback/comment/aggressive spitting or whatever leaves your mouth in my direction.

Re: New Graphics - Blender ".blend" thread
Posted: 28 Mar 2008 19:58
by bazil14
hello, i have made a 3d model of an EMD F7 Aunit (and B unit but it aint rendered yet) for tropic/artic ( i know it isnt a orignal train of the game. i would attach the .blend file if it would propely attach,
hope you like it, might have to put the .blend files in a zip for you guys to get
-bazil14
Re: New Graphics - Blender ".blend" thread
Posted: 28 Mar 2008 22:10
by trainmaster611
That's awesome dude! But maybe you shouldn't have left it in the Santa Fe warbonnet scheme. The one in game seemed to resemble a Burlington Northern F7.
Re: New Graphics - Blender ".blend" thread
Posted: 28 Mar 2008 23:26
by GeekToo
bazil14 wrote:hello, i have made a 3d model of an EMD F7 Aunit (and B unit but it aint rendered yet) for tropic/artic ( i know it isnt a orignal train of the game. i would attach the .blend file if it would propely attach,
hope you like it, might have to put the .blend files in a zip for you guys to get
Very goodlooking indeed. Indeed, you can't upload .blend files, just zip, tar or rar them.
Models like these just scream for longer trains in the extra zoom levels. And the good news is, that I'm progressing rather nicely on implementing that ( that's the reason why I haven't been very active in the extra zoom level thread recently, so it isn't dead, I'm just implementing nice extra features in the background quietly).
@Field-mouse: I think it's worth picking up again. The mesh is nice, it just needs texturing before I can judge the quality, but I'm sure you're aware of that
brupje wrote:Ben_Robbins_ wrote:Nice work, although I think the colours should be more saturated. i.e. more red, less pink.
How would I get that effect?
By saturating the colours of the original sprite more. If you make the original sprite white, or grey, no company colours will be applied. If you make it more saturated, more company colour saturation will be applied ( that is, in my patch, in trunk all company colours will just replace the original pixels) .
Re: New Graphics - Blender ".blend" thread
Posted: 29 Mar 2008 19:18
by Ben_Robbins_
Field-Mouse: It'd be great if you continued with those models (is that the same model as one you posted years ago?) I'd encourage you to stick at it and get some graphics into game, because you clearly have the modelling capabilities, and good eye for things. If your still using SI then you will need to make an equivalent light set-up, so I would suggest switching to max or blender (personally I'd say max), and this would save you a lot of work.
bazil14: Like the train, although the shine seems to make the shadows vary heavily which looks a little odd, but apart from that they work well.
brupje: ...as Geektoo said...
Re: New Graphics - Blender ".blend" thread
Posted: 30 Mar 2008 12:39
by brupje
I think I liked the lower saturnation better
Re: New Graphics - Blender ".blend" thread
Posted: 30 Mar 2008 15:18
by Ben_Robbins_
That seems to look completely different, the noise is very much more apparent, but there also seems less variation in colour/tone to let the texture come through. I've photoshoped it to more like what I was proposing. It's more saturated, and hue varied so it's more blue, less violet. I've then increased the texture.
Re: New Graphics - Blender ".blend" thread
Posted: 30 Mar 2008 18:20
by DeletedUser5
I can't say anything to graphics but I have few questions: Ben why are you using that grass? You've created beautiful grass too and that one does not match with roads. And second one: how to move camera in blender? I wanted to render single parts of airports and release another tar but I can't do it, because I don't know how to move that camera.
@EDIT: I tried to add grid lines to grass ( manually. If there's easier way to do that in GIMP, please write it ). What do you think?
Re: New Graphics - Blender ".blend" thread
Posted: 01 Apr 2008 17:34
by Field-Mouse
Thanks for the answers.
Hmm, maybe Ill try out 3DS Max.. or Blender.. or.. make a new light set

We'll see. hehe

Re: New Graphics - Blender ".blend" thread
Posted: 02 Apr 2008 14:38
by Ben_Robbins_
Soeb: The image that I attached was just an edit of brupje's screen shot, not one of my own...
Re: New Graphics - Blender ".blend" thread
Posted: 02 Apr 2008 14:39
by DeletedUser5
Oh OK. I thought it wasn't. However: is there any other way to do grid lines?
Re: New Graphics - Blender ".blend" thread
Posted: 02 Apr 2008 23:26
by Ben_Robbins_
Can't help you with gimp, but maybe there is an equivalent to the photoshop method I used. I recorded a set of actions for making 1 border on 1 sprite, and repeated it for all at that zoom level. So long as all the actions you do can be done as commands, and don't involve clicking in specific spots or moving the mouse in specific ways you can do just about anything this way. In PS, I used the blending options to make the border...although the feathered edging created by the grass made it considerably harder so there were many stages, but alltakens tiles are ideal for this method as there flat.
Re: New Graphics - Blender ".blend" thread
Posted: 13 Apr 2008 13:42
by GeekToo
Another update of dmh_mac's house: 2 houses per tile iso 4, darker windows
Re: New Graphics - Blender ".blend" thread
Posted: 13 Apr 2008 16:59
by bazil14
@Geektoo: looking great
i got the train done and i think its working well, it replaces the centanial in artic and tropical ( i just replaced the one it looks like most like it as none of the trains in artic/trop are named with their real life equivilents)
special thanxs goes to Ben and Geektoo for helping me out in the pngcodec thread. and very special thnx for Geektoo for creating the wonderfull patch that without it the train wouldnt work.
(its in a rar below, couldnt get tars to work propely)
offsets may be a tad off, and they only work if when you have two engine that they face away from each other (use ctrl click to turn them around)
_bazil14

- Preview.png (414.25 KiB) Viewed 2119 times
Re: New Graphics - Blender ".blend" thread
Posted: 13 Apr 2008 17:12
by Ben_Robbins_
bazil14: Look nice, although I think it could do with a bit more texture work. For a .tar to work you need to tar the sprites 'within' the nessessery sub-folders. So the sprites are within 'trg1r' which is in 'Sprites'. Then just stick this tar folder in the data folder and it should work.
Geektoo: Some nice textures there (roof/bridges). only 2 things really. The soil texture on the flower beds would be better just with way more noise and maybe less green; and I still think the windows could be darker. I think having them almost black tends to work best, with a hint of blue. (Really need to standardise this)
That sprite also makes me wonder about lining up roads to them. It's currently not possible, but I wonder if we should try making some standard alignments to make tarmac line up to so that in the future we could make addition road sprites so that the parking becomes an extension of the road. It sounds minor but I think the effect would be good as the sprites link and flow together better.