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Re: New Graphics - Blender ".blend" thread
Posted: 18 Feb 2009 11:45
by maquinista
ZxBiohazardZx wrote:i keep working on the depot, i added the yellow/black striped things in front of the depot, i assume they are similar to this :
thus my version has 2 triangular bars and a rounded edge beam above it
also narrowed the entrance a tiny bit compared to last version....
DEP_monorail_WIP_6_12,5F.png
comments plz:) i will add roof and more details later on in the process.....
I like it. The yellow/black color in the door is a good idea.
Re: New Graphics - Blender ".blend" thread
Posted: 18 Feb 2009 19:38
by ZxBiohazardZx
i forgot to send myself the file i need...
however:
1) can someone please CREATE a STANDARD concrete texture? (aka official .blend material or whatever)
I need concrete for the maglev pilars (post a .blend or link please)
I need YELLOW BRICK material for the walls (standard plz? .blend or link please)
2) comment current structure please, ill start on the roof as soon as i can get to it:)
Re: New Graphics - Blender ".blend" thread
Posted: 18 Feb 2009 22:31
by Teemes
j0rdax wrote:Can it go on the wiki?
j0rdax, I think your depot is definitely ready to go on the wiki. I like the amount of small details and the texturing. Looking forward to seeing more renders from you!
ZxBiohazardZx wrote:can someone please CREATE a STANDARD concrete texture?
If there is no texture yet, feel free to define your own standard and link it to the wiki. AFAIK, there is no "committee" that judges on the inclusion of new official materials. The previous "official materials" have been designed by Ben Robbins or Aracirion, I guess, but I haven't seen them around lately (i.e. in the last year!). Unfortunately, you can't include it in the official_materials.blend, but you can link it on the graphics development or standardised materials page. Before you do so, please let the forum members comment and criticise.
Re: New Graphics - Blender ".blend" thread
Posted: 19 Feb 2009 03:49
by CryingCorvus
Saddly the project looks like it has been stuck

Leaders are gone. I made some thing for you
Its still work in progress but now i have something to begin with. I had no idea how first trucks of OTTD should look like becouse this couple pixels all looks the same

thats why I made something that I think (i hope so) fit that awesome bus by Teemes. Thing is propably too short or something still not wright.
Look at this and I will hope to get some ideas from you...

Re: New Graphics - Blender ".blend" thread
Posted: 19 Feb 2009 09:42
by ZxBiohazardZx
Teemes wrote:j0rdax wrote:Can it go on the wiki?
j0rdax, I think your depot is definitely ready to go on the wiki. I like the amount of small details and the texturing. Looking forward to seeing more renders from you!
ZxBiohazardZx wrote:can someone please CREATE a STANDARD concrete texture?
If there is no texture yet, feel free to define your own standard and link it to the wiki. AFAIK, there is no "committee" that judges on the inclusion of new official materials. The previous "official materials" have been designed by Ben Robbins or Aracirion, I guess, but I haven't seen them around lately (i.e. in the last year!). Unfortunately, you can't include it in the official_materials.blend, but you can link it on the graphics development or standardised materials page. Before you do so, please let the forum members comment and criticise.
my problem is that im not a very good artist yet, and really havent tried anything on materials for real, i can color my model with colors, but adding realistic materials is a different matter imo....
edit: im gonna see if i can get this tutorial working here, and then try the yellow/black thingy to be textured like that...
http://biorust.com/index.php?page=tutor ... l&tutid=85
Re: New Graphics - Blender ".blend" thread
Posted: 19 Feb 2009 14:20
by LordDante
I'm a rookie too but once you get the hang of it it's quite easy. Using blender here.. Once you select your mesh (edit mode), just select ALL the faces then make (press U) unwrap>smart projections, select the resolutions and now the tricky part here is that the uv map is saved via the menus which are not so intuitive...UVs>scripts>save uv layout
once you save the file just open it in gimp/photoshop/anything_worth_mentioning_here and start adding details
after youre done go to blender>image>open and open the new texture you just cooked

i tend to save the original uvmap unmodified and texture the copy, in case of aftertouches that destroy the lines
before you can actually see how your texture looks like you need to select the proper material/texface combination and you're ready to go
i use photoshop but the same method applies across the similar tools
say you want to create a texture of 256x256, copy paste the sample you wish into that empty 256x256 file
and then use the "offset" filter to move the image 128 pix left and 128px down
you will see very sharp edges that stand out, use your skills and tools to iron out those edges and you will have a perfect tileable texture for any kind of usage
hope it helps, let me know if i can help further
Re: New Graphics - Blender ".blend" thread
Posted: 19 Feb 2009 16:43
by ZxBiohazardZx
its my first UV unwrap and it got all cramped up, im trying to get the 2 triangular posts and the beam (rounded off, not subsurfapplied yet) as a UV map so i can easily make the texture/overlay/whatever for it so it matches the referance image i posted earlier...
i now have my blend file accesible so i will make the roof tonight i guess
EDIT:
funny how a different PC calculates the light effects of the same standardised format differently...
anyway i made a new roof based on:
http://www.satellite-sightseer.com/id/6861
and teh original sprite, the roof is basicly triangular roof parts with elevated struts/support parts (the white on original sprite) and small flat bits in between. i will try to add some randomness like you see on the ICEtrain image i posted...

- depot_3.png (34.65 KiB) Viewed 3184 times
Re: New Graphics - Blender ".blend" thread
Posted: 19 Feb 2009 18:57
by 8166UY
That one looks very nice! But maybe you could consider making the roof more round than triangular, since the windows are also like that.
Re: New Graphics - Blender ".blend" thread
Posted: 19 Feb 2009 19:58
by ZxBiohazardZx
my previous version had rounded off roofs, this actually doesnt look that bad, and im quite happy the way it turned out, i now added a drainpipe.... and fixxed a glitch on the roof
EDIT: added another vieuw, by manual rotating etc, (now reloaded the standard thingy, i know there was an animation thingy i should have done, but its rough work anyway....
Re: New Graphics - Blender ".blend" thread
Posted: 19 Feb 2009 21:07
by j0rdax
Lets see who can guess what my next build will be.
CryingCorvus, your truck is very nice and BTW, I saw Ben_Robbins_ on the forum earlier this month(he didn't post anything though).
Teemes, thanx for the complements. I'll try not to disappoint.
Maquinista, how are the foundations comming along? Anybody know if the grass/track sprites were ever available in .blend format? I need them badly.
Re: New Graphics - Blender ".blend" thread
Posted: 19 Feb 2009 21:26
by ZxBiohazardZx
j0rdax wrote:Lets see who can guess what my next build will be.
CryingCorvus, your truck is very nice and BTW, I saw Ben_Robbins_ on the forum earlier this month(he didn't post anything though).
Teemes, thanx for the complements. I'll try not to disappoint.
Maquinista, how are the foundations comming along? Anybody know if the grass/track sprites were ever available in .blend format? I need them badly.
2×2 shopping mall

only one that fits the shape
Re: New Graphics - Blender ".blend" thread
Posted: 19 Feb 2009 21:50
by CryingCorvus
Construction site first? Thats something new

ZxBiohazardZx I like how your depot looks now dont change project
I wish someone create 32bpp small station building....
this is the series of my trucks:
Re: New Graphics - Blender ".blend" thread
Posted: 19 Feb 2009 22:57
by maquinista
j0rdax wrote:Lets see who can guess what my next build will be.
CryingCorvus, your truck is very nice and BTW, I saw Ben_Robbins_ on the forum earlier this month(he didn't post anything though).
Teemes, thanx for the complements. I'll try not to disappoint.
Maquinista, how are the foundations comming along? Anybody know if the grass/track sprites were ever available in .blend format? I need them badly.
¿Maybe It can be this building?

The grass sprites are not needed for construction stage. Also, if the grass is needed, I can add it with GIMP.
The 32 bpp trucks are great.
Re: New Graphics - Blender ".blend" thread
Posted: 20 Feb 2009 15:26
by CryingCorvus
I want to know what sprites I need for trucks? It is 8 angles -empty, 8 - loaded and what else?
Do I need shadows? Wiki explains me nothing

Re: New Graphics - Blender ".blend" thread
Posted: 20 Feb 2009 15:31
by maquinista
CryingCorvus wrote:I want to know what sprites I need for trucks? It is 8 angles -empty, 8 - loaded and what else?
Do I need shadows? Wiki explains me nothing

Yes, 8 sprites with a unloaded and loaded stage. The shadow of the ground is a plane that is rendered their shadows as alpha value.
Re: New Graphics - Blender ".blend" thread
Posted: 20 Feb 2009 15:43
by j0rdax
CryingCorvus the trucks are great. I've seen the small station building in a mockup shot before. I wonder what happened to it.
I want the ground sprite in blend format for possible future tunnel and bridge construction. I've started remaking them in Blender, but my grass doesn't look the same as the others. Also, some of the track endings do not line up 100% on some turns.
Hehehehe, Bio is spot on.....
Here is construction stage 2 of 2x2 shopping mall. All comments welcome.
[quote:"CryingCorvus"]Construction site first? Thats something new[/quote]
I like doing it this way round, then I know the structure is more or less right.
Re: New Graphics - Blender ".blend" thread
Posted: 20 Feb 2009 15:48
by CryingCorvus
Then what about shadows of the trucks? Do I need to make this alfa for each sprite, or it is automatic? And the same for company colour? Sorry for all those questions.
Re: New Graphics - Blender ".blend" thread
Posted: 20 Feb 2009 16:53
by maquinista
CryingCorvus wrote:Then what about shadows of the trucks? Do I need to make this alfa for each sprite, or it is automatic? And the same for company colour? Sorry for all those questions.
Blender has a function that renders the shadow, but I don't know how It is activated.
j0rdax wrote:CryingCorvus the trucks are great. I've seen the small station building in a mockup shot before. I wonder what happened to it.
I want the ground sprite in blend format for possible future tunnel and bridge construction. I've started remaking them in Blender, but my grass doesn't look the same as the others. Also, some of the track endings do not line up 100% on some turns.
Hehehehe, Bio is spot on.....
Here is construction stage 2 of 2x2 shopping mall. All comments welcome.
2x2ShoppingMallPrelim.png
I think that It is very good, and It can be coded.
Re: New Graphics - Blender ".blend" thread
Posted: 20 Feb 2009 17:46
by CryingCorvus
Damn! I have made material from wiki but squere shading is still visible.. WTF??
Re: New Graphics - Blender ".blend" thread
Posted: 20 Feb 2009 17:48
by ZxBiohazardZx
j0rdax wrote:CryingCorvus the trucks are great. I've seen the small station building in a mockup shot before. I wonder what happened to it.
I want the ground sprite in blend format for possible future tunnel and bridge construction. I've started remaking them in Blender, but my grass doesn't look the same as the others. Also, some of the track endings do not line up 100% on some turns.
Hehehehe, Bio is spot on.....
Here is construction stage 2 of 2x2 shopping mall. All comments welcome.
[quote:"CryingCorvus"]Construction site first? Thats something new
I like doing it this way round, then I know the structure is more or less right.
2x2ShoppingMallPrelim.png
[/quote]
yeah it looks good, the glass doesnt look like the original glass, and could be more reflective (the angle makes me think that) but yeah its good.
The base sprites are posted roughly on page 180 or so, dunno for sure, but im quite sure i saw a file somewhere...
CryingCorvus wrote:Damn! I have made material from wiki but squere shading is still visible.. WTF??
nice truck:) can someone comment my latest depot, and i need texturing help, as im n00b in textures:)