
Future Set (Under Development)
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- graphics_master
- Tycoon
- Posts: 978
- Joined: 28 May 2006 09:54
- graphics_master
- Tycoon
- Posts: 978
- Joined: 28 May 2006 09:54
Why. Whats way does it have to go?
The yellow part is going to be improved and I am going to add more texture on the roof.
The yellow part is going to be improved and I am going to add more texture on the roof.
Last edited by graphics_master on 12 Aug 2006 11:51, edited 1 time in total.
I assume that the bit in the middle is like an entrance thing, that sticks out?
Not looking too bad, I have to say.
Not looking too bad, I have to say.
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- graphics_master
- Tycoon
- Posts: 978
- Joined: 28 May 2006 09:54
the light has to be a little bit like this (the shape is not correct, but its about light this time) 
The color range is to extreem, but i used your building as example. It has to be more soft, but thats what you have to find out.

The color range is to extreem, but i used your building as example. It has to be more soft, but thats what you have to find out.

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Hodie Mihi Cras Tibi
- graphics_master
- Tycoon
- Posts: 978
- Joined: 28 May 2006 09:54
I guess you ask how to do this?graphics_master wrote:How can this be easily done though paint.
Verry simple, i have the ground tile configuration in stock with the right pallet, then draw with what ever color you like the out lines of the building you want. Then transform the drawing from indexed to RGB true color, if correct a new window with same drawing will emerge.
Now select with a lasso tool the face you want to have this effect, once selected you can fill it with a Linear Gradient fill tool (mostly situated with the Bucket fill tool) chose the colors to use and fill the selected face.
Maintain the selcetion, now add a little noise, if you are happy you can copy the selected face in to the original indexed drawing and merge it, now you only have to remove the animated pixels with the Sprite editor.
(save open in Sprite editor remove pixels you dont want save again and open in your regular drawing program)
Now you can continue to finish your building.
Hodie Mihi Cras Tibi
I should have made a tutorial on how I did the roofs for my city stations, I did a similar technique to Zimmlocks, but entirely drawn by hand (eg: something that you can replicate in ms paint with great ease).
I pretty much just worked through the shades, and then blended the stepping between the shades with noise from colours around about the same area in the palette. It's a bit time-consuming, and it looks like arse when you first start, but oh my, the results are more than worth it.
I pretty much just worked through the shades, and then blended the stepping between the shades with noise from colours around about the same area in the palette. It's a bit time-consuming, and it looks like arse when you first start, but oh my, the results are more than worth it.
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
The fact is that everybody has its own way to make drawings and we do not use the same programs as well. The results are in general verry nice.
In the beginning i did texture by hand, still do some times, it takes a lot of time. And i do not allways follow the same procedure to make a building.
Mainly i have a vague idea of what i want to draw, but during the drawing proces the building can become something else than i had in mind. It depends on how the building looks and what kind of building it is for what kind of drawing proces is used.
In the beginning i did texture by hand, still do some times, it takes a lot of time. And i do not allways follow the same procedure to make a building.
Mainly i have a vague idea of what i want to draw, but during the drawing proces the building can become something else than i had in mind. It depends on how the building looks and what kind of building it is for what kind of drawing proces is used.
Hodie Mihi Cras Tibi
- graphics_master
- Tycoon
- Posts: 978
- Joined: 28 May 2006 09:54
Yeah, Zimmlock is right on the money. Theres no right or wrong way to paint your buildings really. Well, I lie, if the end result looks ugly, then you have painted it wrong. But provided it looks presentable at the end, how you get to that point doesn't matter.
Try out lots of different techniques. Try out different programs. Hell, even try 3d rendering with pixel painting over the top if you want. Part of the learning how to draw is not so much building the skills to produce something that will look good in game, but the learning what your preferred working environment is (I cant draw with electronica music playing for instance, or when I'm stressed out), learning what tools you like the best. And so forth.
I can, however, highly reccomend tea. Tea is good for the creative process.
Try out lots of different techniques. Try out different programs. Hell, even try 3d rendering with pixel painting over the top if you want. Part of the learning how to draw is not so much building the skills to produce something that will look good in game, but the learning what your preferred working environment is (I cant draw with electronica music playing for instance, or when I'm stressed out), learning what tools you like the best. And so forth.
I can, however, highly reccomend tea. Tea is good for the creative process.
Currently working under the name 'reldred' on Github, and Discord.
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
NFO/NML coder, part-time patch writer for JGRPP, and all round belligerent.
14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!
- Wile E. Coyote
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Yeah, some tutorial of drawing buildings will be very helpful! We have Purno's tutorials for trains and George's for road vehicles; this is thing we miss.
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- graphics_master
- Tycoon
- Posts: 978
- Joined: 28 May 2006 09:54
- Wile E. Coyote
- Tycoon
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- Skype: wile.e.coyote2
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Use Pencil tool instead of Brush tool and adjust brush size on 1 pix (I suppose you use Adobe Photoshop).
Serbian rail set with Serbian scenario (ECS, PBI, FIRS and Tourist set compatible) Website | Topic and download | Latest version: 03.06.2015.
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.
Runner-up in "Best avatar Forums award" for years 2006 and 2010!
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.
Runner-up in "Best avatar Forums award" for years 2006 and 2010!
- graphics_master
- Tycoon
- Posts: 978
- Joined: 28 May 2006 09:54
- Wile E. Coyote
- Tycoon
- Posts: 8515
- Joined: 08 Jul 2004 22:14
- Skype: wile.e.coyote2
- Location: Belgrade, Serbia
- Contact:
Use linear gradient tool (altough I don't have too much experience with it, usually I put pixels by hand).
Serbian rail set with Serbian scenario (ECS, PBI, FIRS and Tourist set compatible) Website | Topic and download | Latest version: 03.06.2015.
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.
Runner-up in "Best avatar Forums award" for years 2006 and 2010!
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.
Runner-up in "Best avatar Forums award" for years 2006 and 2010!
- graphics_master
- Tycoon
- Posts: 978
- Joined: 28 May 2006 09:54
- graphics_master
- Tycoon
- Posts: 978
- Joined: 28 May 2006 09:54
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