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Posted: 12 Aug 2006 09:52
by graphics_master
Is this a good shape for the casino. Taken me 2 hours just to do this. :(

Posted: 12 Aug 2006 11:48
by PikkaBird
The lighting is wrong on the curved part, but it looks okay. :)

Posted: 12 Aug 2006 11:50
by graphics_master
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.

Posted: 12 Aug 2006 11:50
by Dave
I assume that the bit in the middle is like an entrance thing, that sticks out?

Not looking too bad, I have to say.

Posted: 12 Aug 2006 11:56
by graphics_master
Yes it is the entrace thing. I thought I might aswell use a real life casino instead.

Posted: 12 Aug 2006 13:45
by PikkaBird
graphics_master wrote:Why. Whats way does it have to go?
Assuming the normal TTD lighting, the nearer wing of the building should be lighter than the further wing, since it's angled more towards the right.

Posted: 12 Aug 2006 17:31
by Zimmlock
the light has to be a little bit like this (the shape is not correct, but its about light this time) :wink:
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. :)

Posted: 12 Aug 2006 19:11
by graphics_master
Thanks Zimmlock I will use your example. How can this be easily done though paint.

Posted: 13 Aug 2006 08:20
by Zimmlock
graphics_master wrote:How can this be easily done though paint.
I guess you ask how to do this?
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.

Posted: 13 Aug 2006 09:40
by Aegir
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.

Posted: 13 Aug 2006 10:26
by Zimmlock
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.

Posted: 13 Aug 2006 11:05
by graphics_master
Thanks for all your help. I am currently learning zimmelock's shading and texturing and would continue to improve my casino.

Posted: 13 Aug 2006 13:51
by Aegir
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.

Posted: 14 Aug 2006 06:54
by Wile E. Coyote
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.

Posted: 15 Aug 2006 09:02
by graphics_master
In Adobe. How do I add the plallete so the colours it uses to make noise actual Transport Tycoon colours. When I make a colour it always makes a lighter colour around it how can I stop this?

Posted: 15 Aug 2006 09:55
by Wile E. Coyote
Use Pencil tool instead of Brush tool and adjust brush size on 1 pix (I suppose you use Adobe Photoshop).

Posted: 15 Aug 2006 10:09
by graphics_master
Thanks. Thats worked now. What gradient should I use?

Posted: 15 Aug 2006 10:22
by Wile E. Coyote
Use linear gradient tool (altough I don't have too much experience with it, usually I put pixels by hand).

Posted: 15 Aug 2006 10:24
by graphics_master
I use that , but the gradent shade I apply is always looking no good. How could I improve the pattern.

Posted: 22 Aug 2006 09:05
by graphics_master
I will learn but is the actual tool called linear gradient tool or just gradient.

sorry for my off topic posting