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

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

Belgabor
Engineer
Engineer
Posts: 39
Joined: 11 Feb 2009 21:28

Re: New Graphics - Blender ".blend" thread

Post by Belgabor »

The only "problem" with Blender and rendering transparency is anti-aliasing. The latter is (partly) done against the background color, so you need to use something that loosely matches the usual target background. For example you tend to get light halos if you have a light background color in Blender and compose the image over a dark background.
User avatar
Thief^
Route Supervisor
Route Supervisor
Posts: 469
Joined: 10 Oct 2004 00:11

Re: New Graphics - Blender ".blend" thread

Post by Thief^ »

You don't get that if you render a full alpha channel, only if you render with 1-bit transparency.
Melt with the Shadows,
Embrace your destiny...
User avatar
Zephyris
Tycoon
Tycoon
Posts: 2897
Joined: 16 May 2007 16:59

Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

If you change the alpha settings to "key" (from sky or premul IIRC) and change the anti-alias filter to something sharper (eg catmul rom) then you can remove, or at least really reduce the effect. Also I believe the current blender nightlies have a fix for that bug, though i'm not 100%.
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: New Graphics - Blender ".blend" thread

Post by maquinista »

j0rdax wrote:
Korenn wrote:But in 32bpp, you should be able to just use proper transparency? Faking it seems rather pointless when you can do it properly.
It has to be done in gimp. As far as I can see, blender doesn't do glass transparency well.
Am busy already, have just rendered new glass which still have to be added in with transparency.
The station is just a preview as there are some shaddow glitches too. We might need to attach the ground shaddow to the roof sprites for the razed center tiles. When trains pass through, the shaddow flashes on and off.
I want to adjust the arches on the sides because they look bland to me.
The masks seem to be the problem when zooming out, Maquinista, I will render the pieces seperately and hopefully get a good match.
The problem with CC is that the mask are downsampled with the nearest neighbour. It could be fixed with GIMP, creating z2 files.

The problem in glass can be solved with GIMP. You only need render the glass (without structure or other elements). If It is not transparent, GIMP can give it the alpha value.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

i started on some oil-refinery sprites:

the big oil-container, first image is the base sprite (ground working up) the 2nd image already has (full) steel structure and only needs top, however i think i might open this one up a bit for constructional details....
Attachments
Oil-Base-1.png
Oil-Base-1.png (15.29 KiB) Viewed 11279 times
Oil-Base+midsection-1.png
Oil-Base+midsection-1.png (21.13 KiB) Viewed 11261 times
User avatar
habell
Transport Coordinator
Transport Coordinator
Posts: 374
Joined: 04 Mar 2004 12:47
Location: Veenendaal, The Netherlands

Re: New Graphics - Blender ".blend" thread

Post by habell »

This is the old Coal truck, re-encoded. Hopefully good aligned now ;)

The rest will follow soon.

[EDIT]
File removed, it is updated in a newer post
Last edited by habell on 04 Mar 2009 20:54, edited 1 time in total.
User avatar
GeekToo
Tycoon
Tycoon
Posts: 961
Joined: 03 Jun 2007 22:22

Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

ZxBiohazardZx wrote:, since i didnt read any major comments, id love to see them coded....
The fact that you don't read the remarks, does not mean they don't exist... :D
http://www.tt-forums.net/viewtopic.php?p=767776#p767776
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: New Graphics - Blender ".blend" thread

Post by maquinista »

This model can be used as reference:
http://www.tt-forums.net/viewtopic.php?p=660997#p660997


I have updated the wiki. There are two models released by their authors. They can be improved an finished:
http://wiki.openttd.org/wiki/index.php/ ... cs%29#Coal

The power station only needs a better texture.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
User avatar
Wacki
Traffic Manager
Traffic Manager
Posts: 137
Joined: 28 Feb 2007 09:02
Location: Czech Republic
Contact:

Re: New Graphics - Blender ".blend" thread

Post by Wacki »

I take a look at coal mine - MAYBE!
Sorry for my very bad English!!! :(
I am 3dsmax artist.
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

GeekToo wrote: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.

i am using the standart lightning setup posted earlier, i inserted my model, didnt change a thing to it, thats why i was wondering about what layer does my model have to be in...

for the texture, ive been trying to shorten the bricks, but somehow i can only make them thinner, and not really shorter........
the color difference shouldnt be that big too, its 100% sure its my light setup now you wondered it, so i will upload my .blend file (if i find a way to.....) so you can help me out in that.....

im trying the roof texture now


EDIT: ill try the powerplant texture later, and dont you need the seperate sprites there as well?
User avatar
GeekToo
Tycoon
Tycoon
Posts: 961
Joined: 03 Jun 2007 22:22

Re: New Graphics - Blender ".blend" thread

Post by GeekToo »

ZxBiohazardZx wrote:
(if i find a way to.....)
Just zip, tar or rar it
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

i really have a freaking hard time with the texturing of the depot, the texture just wont do what i want it to do (simply shorten bricks)

as for the roof, im not sure what texture i can add, since there will be a company color overlay.. (so do i have to make a textureface or simply model some lines in there?)

anyway ill try to upload my blend file, so you can all have a look what i am doing (wrong????)

: blendfile is in the zip-file, if someone could please help me with:

Main Body=> material-indice 4 mat 3 (the brick wall)
Roof=> Material-indice 3 mat 1 (the red roof)

im thinking of Image for roof texture now....

also if you open the lightning setup, please make sure everything is correct AND/OR correct the setup for me please (im total n00b on lightning)

Biohazard
Attachments
F12,5 MonorailDepotWIPBiohazard.zip
(685.28 KiB) Downloaded 163 times
darn textures.png
darn textures.png (47.76 KiB) Viewed 10971 times
User avatar
CryingCorvus
Engineer
Engineer
Posts: 89
Joined: 06 Jul 2006 16:30

Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

ZxBiohazardZx I really think this roof on picture dont fit monorail depot and if you use blender You can use 'repeat' option for walls bricks.

I got a big brainkracker with how livestock trucks should look (Might be some comments help) . For start is something like this:
Attachments
livestocktrucks.png
livestocktrucks.png (41.99 KiB) Viewed 11529 times
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

looks pretty good though:

http://www.stens.nl/image/2006_0418Image0002.JPG

http://img120.exs.cx/img120/7957/scania3382oa.jpg


note that your trucks have an european look, not that i mind as a dutch player, but i can imagine american players want to see some more american trucks etc etc, just teasing your mind a bit with that

for the roof, i know i cant use that texture, its just what i want for look, but im not sure what is possible with the company color overlay

for the walls, i think repeat is on... check plz?
User avatar
DirtY iCE
Engineer
Engineer
Posts: 25
Joined: 12 Aug 2006 15:29
Location: *unknown*
Contact:

Re: New Graphics - Blender ".blend" thread

Post by DirtY iCE »

hi all;

i have two images up at wiki.openttd.org (HQ 4 and fountain 1x1). they're not really finished, and i don't have time for them now, maybe a few weeks later; but as i got a mail from PUCELO20, i dediced to put the .blend files here.

the HQ building is made up of more images. first it has two parts; the ground and the building. this way it can be made translucent/invisible like the original ttd models, where only the house disappears. plus the flag and the roof is a separate grayscale image, that can be used to make the recolor palette (altough, it need some more work).

i distribute these files under the terms of the WTFPL. however, note that the textures are under different licenses. i used some textures from the free textures, but don't really remember, so i will check them,

the hq's zip was so large (8.6MiB) that i couldn' upload here. instead you can get it from stashbox
Attachments
fountain.zip
The fountain
(605.77 KiB) Downloaded 192 times
Last edited by DirtY iCE on Boomtime, the 65th day of The Aftermath in the YOLD 3173, edited 782,469,123.3691 times in total.
User avatar
CryingCorvus
Engineer
Engineer
Posts: 89
Joined: 06 Jul 2006 16:30

Re: New Graphics - Blender ".blend" thread

Post by CryingCorvus »

ZxBiohazardZx some ideas for "american looking" trucks that fits????:]
I just make trucks as short as possible and never tought it has european look :?: :P
maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: New Graphics - Blender ".blend" thread

Post by maquinista »

DirtY iCE wrote:hi all;

i have two images up at wiki.openttd.org (HQ 4 and fountain 1x1). they're not really finished, and i don't have time for them now, maybe a few weeks later; but as i got a mail from PUCELO20, i dediced to put the .blend files here.

the HQ building is made up of more images. first it has two parts; the ground and the building. this way it can be made translucent/invisible like the original ttd models, where only the house disappears. plus the flag and the roof is a separate grayscale image, that can be used to make the recolor palette (altough, it need some more work).

i distribute these files under the terms of the WTFPL. however, note that the textures are under different licenses. i used some textures from the free textures, but don't really remember, so i will check them,

the hq's zip was so large (8.6MiB) that i couldn' upload here. instead you can get it from stashbox
Thanks!
Your models are very good.

I will try code the fountain, but... There are a bit queue. Monorail depots, stations, railway tunnels (under development), Wotan signals, docks.... :? But, when all these stuff was coded, You will see a great difference.
Attachments
Monorail preview. Textures can be changed, but... please ¡don't change the sizes! I would need star from scratch again.
Monorail preview. Textures can be changed, but... please ¡don't change the sizes! I would need star from scratch again.
Monorail.JPEG (80.93 KiB) Viewed 10743 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
=SLJ=DownEast
Engineer
Engineer
Posts: 47
Joined: 09 Jun 2006 01:28

Re: New Graphics - Blender ".blend" thread

Post by =SLJ=DownEast »

Habell,

Alignment looks better, but the 'south east' coal truck may have been slighly over adjusted.
CC's old truck alignment
CC's old truck alignment
CCs Old Truck Alignment.PNG (695.18 KiB) Viewed 1559 times
User avatar
habell
Transport Coordinator
Transport Coordinator
Posts: 374
Joined: 04 Mar 2004 12:47
Location: Veenendaal, The Netherlands

Re: New Graphics - Blender ".blend" thread

Post by habell »

=SLJ=DownEast wrote:Habell,

Alignment looks better, but the 'south east' coal truck may have been slighly over adjusted.
Do you have the savegame of this setup? I've tried something like your setup, but never got it quit like that :shock:
Is there a way to calculate the offsets more accurate then the way I do it now (just take a well educated guess)?

But I'll see what I can do. Maybe I'll try to make a program of my own to accurately align sprites.
User avatar
Zephyris
Tycoon
Tycoon
Posts: 2897
Joined: 16 May 2007 16:59

Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

Is there a standard vehicle rendering setup? If there isn't then it would be a good idea to make one (including the lighting, shadow plane and multiple view rendering for simplicity) and work out the offsets for that template. Once that is done then you just need to apply them as standard offsets...
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Google [Bot] and 18 guests