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Re: New Graphics - Blender ".blend" thread

Posted: 24 Feb 2009 19:11
by ZxBiohazardZx
Wacki wrote:
Wotan wrote: - I've always thought the signs on the platforms were too closely spaced. Two signs per tile seems to be overkill to me. One should be enough. This is not a problem with your design but rather with the original design and I understand if people want to retain the original two signs per tile configuration in order to keep close to the original model.
Maybe bench?

superb job, but take notice the station is multiple sprites as well

1) the station main building (what you now have)
2) empty station tiles (like the south end of the main building tile)


anyway the benches look good, but if they are time-tables, then 2/tile arent that odd, local stations have 2 time-table boards as well, maybe simply have them on the main-building tile, and NOT on the generic other tiles?????

Re: New Graphics - Blender ".blend" thread

Posted: 24 Feb 2009 19:21
by ZxBiohazardZx
please comment my latest version of the monorail depot, if you do NOT have comments, then please help me with the company-color overlay and/or cutting+ coding the model....

if you need the .blend file for either of that, then tell me, id happily send it to anyone that needs it

and a question: why do the colors change, they didnt change for other players using same setup, is that layer-dependant? and if so, what layer does my model have to be in (currently whole model in the 6th square from top row)

Re: New Graphics - Blender ".blend" thread

Posted: 24 Feb 2009 19:23
by ZxBiohazardZx
3 attachment limit:

last render: animation sta 3 end 3

Re: New Graphics - Blender ".blend" thread

Posted: 24 Feb 2009 20:53
by Wotan
I had a try at the girder steel bridge. Any suggestions for improvements or how to cut up the model?
girder steel bridge.png
girder steel bridge.png (91.67 KiB) Viewed 6380 times

Re: New Graphics - Blender ".blend" thread

Posted: 24 Feb 2009 23:09
by ArmEagle
Wotan wrote: - I've always thought the signs on the platforms were too closely spaced. Two signs per tile seems to be overkill to me. One should be enough. This is not a problem with your design but rather with the original design and I understand if people want to retain the original two signs per tile configuration in order to keep close to the original model.
Yeah I always found that too. Especially with these high detail models 2 seems to be a crowd.
The benches somehow seem much less obtrusive. But like someone suggested; maybe put the signs on the building tile and then one (or if you insist 2) benches on the others.

I have to say that I'm like a kid in a candy store. It's really nice to see all of you picking it up (again).

Re: New Graphics - Blender ".blend" thread

Posted: 25 Feb 2009 09:02
by ZxBiohazardZx
Wotan wrote:I had a try at the girder steel bridge. Any suggestions for improvements or how to cut up the model?
girder steel bridge.png
looks nice but the ends of the glider bridge should be concrete (like the center column) then its easy to " split" the sprite into 1-tile-sections and 1 start/end-sprite in 4 angles

(hope you got that)

Re: New Graphics - Blender ".blend" thread

Posted: 25 Feb 2009 11:04
by CryingCorvus
Those are my vintage trucks sprites. I hope somone will be able to code this. I do not found sprites names but think somone do.
If somone code this I will upload next one... 8)

Edit: File removed... Im planning to upload trucks sa sets like Mail trucks now.

Re: New Graphics - Blender ".blend" thread

Posted: 25 Feb 2009 12:29
by j0rdax
Hi all, thanks for all the positive feedback.
I am taking everything into account and will post some options soon.
Wacki, I like your benches A LOT, and thought of maybe adding one sign and one bench for variation.
I am also trying to improve the platform texture and to add some detail to the building.

Wotan, I like your bridge. It will be good to have a look at the original grf to see how the parts need to be "stitched" together seemlessly.

Re: New Graphics - Blender ".blend" thread

Posted: 25 Feb 2009 13:29
by leaderfrontier
This picture are the best one.

May I know you guy use wad software to draw these picture?

Re: New Graphics - Blender ".blend" thread

Posted: 25 Feb 2009 19:56
by Teemes
CryingCorvus and ZxBiohazardZx, I'd like to help with the coding and related stuff, but unfortunately my computer at home died on monday. So if no one else jumps to the rescue, I'll do it when my PC is working again. Might take a fortnight, though (hopefully not). Maquinista is quite active lately *prod*, *prod*. :wink:
Note for prospective coders: please make sure that the wheels of CC's lorries align with the ones of varivar's, or you'll have drivers that can't keep in line... Moreover, I hope that the company colours of the lorries will match varivar's. The green hue of the renders might work, though, it's approx. 120° from the blue of varivar's.

And j0rdax, nice work on the station graphics. I prefer the benches to the station signs (or timetables, or whatever), but that's just my two cents.

Re: New Graphics - Blender ".blend" thread

Posted: 25 Feb 2009 21:21
by j0rdax
Teemes. wrote:And j0rdax, nice work on the station graphics. I prefer the benches to the station signs (or timetables, or whatever), but that's just my two cents.
Thanks Teemes. I agree on the benches.

Here is an update on the Rail Station. More detail on the building and test for company colour. Better Wotan? :)
Then I spotted a problem with tiling of the platforms. I indicated with the red arrows that I had to put the benches there to hide the steps of the rear platform. I also had to put hand rails behind the benches for the same reason. Easiest would be to remove steps and rails from front platform, but who wants things to be easy, right?
If it's ok with you guys I will make the benches look nicer and hide the steps better. I will also make the hand rails neater. I really want to keep the steps.
Will also start on the 2x1 roofed station soon.
leaderfrontier wrote:May I know you guy use wad software to draw these picture?
Your choice of 3dsmax, maya, lightwave, blender(opensource) together with photoshop, gimp(opensource). I'd choose the cheapest if I use it for fun only.

Re: New Graphics - Blender ".blend" thread

Posted: 25 Feb 2009 21:45
by GeekToo
ZxBioHazardZx,

a couple of remarks for your depot:
- is your light setup ok? In _1.png the shaduw in the building should be almost horizontal, see Wackis depots. Also in _4 does not seem right

-see attached picture
1: same planes should have same lighting / colour
2: in standard setup, horizontals are brighter than verticals (see Wacki's window sills)
3: bricks are like 4 meter wide?
4: colour difference comes from amount of specularity and light directions. Also try to add a nice texture, now it does look like kind of plastic.

Re: New Graphics - Blender ".blend" thread

Posted: 25 Feb 2009 22:09
by ArmEagle
Wacki wrote:
Wotan wrote: - I've always thought the signs on the platforms were too closely spaced. Two signs per tile seems to be overkill to me. One should be enough. This is not a problem with your design but rather with the original design and I understand if people want to retain the original two signs per tile configuration in order to keep close to the original model.
Maybe bench?
That's certainly a fancy way of fixing that issue, does it work for all angles though?
But I wonder what happens with those stairs, when someone codes the 2-track station-roof. They surely look fantastic on a single-track station. And you solved it for multiple single-track setups. I'm just thinking it might all in all be better to remove the stairs for default platforms and use them in a GRF instead.

Re: New Graphics - Blender ".blend" thread

Posted: 26 Feb 2009 02:25
by CryingCorvus
I think I can't make a truck longer than varivars trucks X( if they must be just half tile long :cry:
That means my modern 3rd gen trucks will look funny {or not-so-cool when I lower them down}

But at other side, regal bus Teemes made is much longer than half a tile :?: Whats going on?

Re: New Graphics - Blender ".blend" thread

Posted: 26 Feb 2009 06:25
by ZeroMD
I realy love this topic :D

@CryingCorvus maybe you could make the cabine a little shorter

Re: New Graphics - Blender ".blend" thread

Posted: 26 Feb 2009 06:56
by j0rdax
ArmEagle wrote:That's certainly a fancy way of fixing that issue, does it work for all angles though?
But I wonder what happens with those stairs, when someone codes the 2-track station-roof. They surely look fantastic on a single-track station. And you solved it for multiple single-track setups. I'm just thinking it might all in all be better to remove the stairs for default platforms and use them in a GRF instead.
It works for the other angle too. The 2-track station-roof I am busy with and it has it's own platforms on the edges and uses the single track platform back-to-back in the center which doesn't cause a problem either. It seems that it will work nicely after all. Thanks for making me think. :wink:
CryingCorvus wrote:I think I can't make a truck longer than varivars trucks if they must be just half tile long
That means my modern 3rd gen trucks will look funny {or not-so-cool when I lower them down}

But at other side, regal bus Teemes made is much longer than half a tile Whats going on?
Your trucks are great. Longer vehicles make horrible turns though. Varivar's trucks do not look as funny because of their height. I know you like the height of yours but have you tried squishing them a bit? I'd like to see that.

Re: New Graphics - Blender ".blend" thread

Posted: 26 Feb 2009 09:06
by Thief^
j0rdax wrote:Then I spotted a problem with tiling of the platforms. I indicated with the red arrows that I had to put the benches there to hide the steps of the rear platform. I also had to put hand rails behind the benches for the same reason. Easiest would be to remove steps and rails from front platform, but who wants things to be easy, right?
If it's ok with you guys I will make the benches look nicer and hide the steps better. I will also make the hand rails neater. I really want to keep the steps.
How's it look with stairs on both sides of the platform instead? I'm thinking it'll look like a wide underpass / subway entrance.

Re: New Graphics - Blender ".blend" thread

Posted: 26 Feb 2009 10:39
by CryingCorvus
Your trucks are great. Longer vehicles make horrible turns though. Varivar's trucks do not look as funny because of their height. I know you like the height of yours but have you tried squishing them a bit? I'd like to see that.
heeh do not change too much
ZeroMD wrote:I realy love this topic :D

@CryingCorvus maybe you could make the cabine a little shorter
It is very flat now:] In blender it looks even bit stupid and grotesque, we dont se this i isometry

Re: New Graphics - Blender ".blend" thread

Posted: 26 Feb 2009 11:24
by Zephyris
Mmm, looks good! I think those proportions will work well...

Re: New Graphics - Blender ".blend" thread

Posted: 26 Feb 2009 17:12
by ZeroMD
I think it's perfect :]