New Graphics - Blender ".blend" thread (Works In Progress)

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maquinista
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

northstar2 wrote:Can someone tell if it exists a 3d model for these buildings(blender or 3ds) even untextured?
thanks for your help
I have seen a untextured model of the hotel, but I don't remember were is it. The other two are unclaimed.
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Re: New Graphics - Blender ".blend" thread

Post by bazil14 »

hey, ive done some more work and i have now got many wips for the game :P

i have redone the train i did before, i have finished the rendering for the long version, and a short version will be coming up soon, also i have started the suspension bridge (road) and i am half way through coding it see below for pics of both the new train and the bridge

(the pinkish train is my old model for a comparison

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train
train
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mockup of it
mockup of it
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Re: New Graphics - Blender ".blend" thread

Post by gt1750 »

Great work, bazil! Looking forward to see the bridge in game.
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Re: New Graphics - Blender ".blend" thread

Post by trainboy2004 »

Very nice train indeed.
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Re: New Graphics - Blender ".blend" thread

Post by ArmEagle »

Nice train indeed. But isn't it a little bit dark?
Sure, it could be the 'right' settings. But it just seems so to me.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

The train is very good, but a bit dark. The bridge is awesome.
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Re: New Graphics - Blender ".blend" thread

Post by Teemes »

Neat! :shock: That's a F7, right? It could replace the CS4000, maybe. If you need a hand with the offsets/"coding", please let me know. The bridge is nice, too!
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Re: New Graphics - Blender ".blend" thread

Post by bazil14 »

is this light enough? and also thanks teemes i probably will take up your offer as i may have a .grf (Like you have your tenders)e to allow you to choose if you want the b unit with it which i am still to fully render and i also may make matching carrages which will also have to be activated via .grf's
yep a f7 it is and it will probely replace the cs 4000

ps there is a problem withe roof having a bit of blue on it on the bunit but that will be fixed before it is rendered all views
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Re: New Graphics - Blender ".blend" thread

Post by Teemes »

No problem, just post the sprites when you've finished making the 6.25m version and I'll code them. The b unit sure looks nice, too, so yeah, I can make a .grf to include that as well. About the matching carriages: I'm really just an amateur at .nfo coding, so maybe I can figure out how to do that, but I can't guarantee it. Let's stick to the engine, first.
Please keep in mind that I'll also need the matching mask files. What's more, the base colour of the engine as it is appears to be something in the region of Hue 200°, Saturation 100%, Value ?% right? The colour of the already existing wagons is more like Hue 230°, Saturation 72%, Value 50%. You might want to change the colour of your engine to these values, otherwise the company colours will looks significantly different on the engine and the wagons.
Looking forward to your sprites! 8)
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Re: New Graphics - Blender ".blend" thread

Post by bazil14 »

is this better?, also i meesd around with the spec to get it lighter but it kinda makes the roof look worse
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Re: New Graphics - Blender ".blend" thread

Post by DanMacK »

Awesome looking F unit! Captures the prototype perfectly
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

I like it. :D
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Re: New Graphics - Blender ".blend" thread

Post by Teemes »

Yes, the colour is way better now. Please see the attached image for a comparison on how the engine will look in game. The upper engine has the old colour, the lower has the new colour and fits the wagons much better!
Still, I like the look of the roof better in the old version. Don't be concerned that the engine will look too dark when rendered with the darker blue colour. Consider the dark blue a placeholder for the actual company colour. FYI, the colours with Hue 230° (your current dark blue colour), 350° (red) and 110° (intense green) will look exactly the same! See also here.
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

is it possible to stretch the passenger coaches/wagons to the length of the engine? cause atm they look very odd for me:(
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Re: New Graphics - Blender ".blend" thread

Post by sobczyk »

I'm not very experienced using blender though I thought I'll give it a shot.
My idea of heliport
Image
What do you think?

It would be great if the game allowed helipad over the street.
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Re: New Graphics - Blender ".blend" thread

Post by Grolsch »

sobczyk wrote:I'm not very experienced using blender though I thought I'll give it a shot.
My idea of heliport
Image
What do you think?

It would be great if the game allowed helipad over the street.
Erm... Do people have to climb up and down across steel bars to reach the helicopter?
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Re: New Graphics - Blender ".blend" thread

Post by sobczyk »

Grolsch wrote:Erm... Do people have to climb up and down across steel bars to reach the helicopter?
A lift inside. I'm not sure how to do the animation or whether it's possible at all.
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Re: New Graphics - Blender ".blend" thread

Post by PouncingAnt »

I think as a matter of convention, a lift shaft should be added... otherwise in strong wind you lift would swing madly :shock: hehe
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Re: New Graphics - Blender ".blend" thread

Post by CommanderZ »

The scale seems to be broken somehow...the door seem to be very large when compared to ramps to the heliport
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Re: New Graphics - Blender ".blend" thread

Post by Korenn »

I think some more structural support should also be added. It won't fall over, but in a strong wind the top would sway too much for a helicopter to be able to land on it (swaying + wind).
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