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.

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Re: New Graphics - Blender ".blend" thread

Post by Mr Whippy »

Varivar wrote:Yes, there are, eg in this post. I'm sure there are more on this forum. There are also buildings on the graphics exhibition section in the wiki. Most aren't finished and tarred, but I can't check that now, because the wiki is down atm :( .

I've worked on my temperate houses, see the attachments. I think it's finished now :) . I plan to draw more temperate buildings.

Image
Wow, lovely work. Detailed and nice and realistic in the construction phases. Ie, that is what houses look like half-built.

I have noticed quite a few buildings looking really nice now, but the benefits of all this extra pixel data is not being used fully in lots of examples. As technically nice as the models are, ultimately they are raster data, and as such detail can be added infinitely and no extra processing or graphics space is used up... I think some models can look rather bland.

I think yours are certainly the benchmark for the LOD at this zoom level, if anything I'd want to add more interest, like different coloured curtains in certain rooms, or a satellite dish on one but not the other, or a freshly cut/striped lawn patch on one but not the other...


Lovely work by all, but I think with 32bbp and all that resolution we can get more out of the space we are using!


Is anyone using 3DS Max, or setup a 3DS Max calibrated lighting setup/materials?

I am interested in helping here where possible, last time I looked there was a very early Blender setup file, but things have moved on lots since I last looked!

Thanks

Dave
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

You can fin a link for a 3DS Max template here:

http://wiki.openttd.org/32bit_Graphics_Development

Only new GRF buildings allow different details. The default buildings only allow replacing one sprite. In some of the DHM_Mac models I have added a spring season state, that is loaded in spring.

Also, the default buildings can be replaced with other with more variants. For example, the shopping mall has been replaced with other building with three construction stages.
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Re: New Graphics - Blender ".blend" thread

Post by tsjook »

tsjook wrote:Quick first version. I'm posting it because I would like your opinion on whether I've gone too much astray from the original, and of course whether it's any good at all. :wink: It is still very very much unfinished.

It looks quite different on first sight but I respected the general purpose of the building, and of course the historic building style. Only added one floor to match the originals dimensions a little more, but if I want it to look quite as tall, I guess I need to add another 1-2 large (3 metre) floors.

What I mean with a British store(/pub) front (the image says Scottish): http://www.bagsofchange.co.uk/images/194.jpg (Couldn't find the original Glasgow picture that inspired me)
Update. (The pillar on front shouldn't be there, I rendered it by accident. Still gives a good idea about the height of the ground floor.)

Criticism and suggestions are still welcome.

The texturing will be a problem, I can't even apply a simple brick texture without it turning all bad. :( It seems so complex, and I have not much time now to learn how to do it.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

tsjook wrote:
tsjook wrote:Quick first version. I'm posting it because I would like your opinion on whether I've gone too much astray from the original, and of course whether it's any good at all. :wink: It is still very very much unfinished.

It looks quite different on first sight but I respected the general purpose of the building, and of course the historic building style. Only added one floor to match the originals dimensions a little more, but if I want it to look quite as tall, I guess I need to add another 1-2 large (3 metre) floors.

What I mean with a British store(/pub) front (the image says Scottish): http://www.bagsofchange.co.uk/images/194.jpg (Couldn't find the original Glasgow picture that inspired me)
Update. (The pillar on front shouldn't be there, I rendered it by accident. Still gives a good idea about the height of the ground floor.)

Criticism and suggestions are still welcome.

The texturing will be a problem, I can't even apply a simple brick texture without it turning all bad. :( It seems so complex, and I have not much time now to learn how to do it.
You can try to add the texture only with a solid colour and publish it here. I can add a bit of noise with GIMP, and if You like, I can code it.

Sometimes the brick texture is unnoticeable and is difficult to see the differences if You use a color and noise.

The roof, is better with a texture with tiles.
Last edited by maquinista on 04 Sep 2009 21:02, edited 1 time in total.
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hyperion
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Re: New Graphics - Blender ".blend" thread

Post by hyperion »

@tsjook:your model is really great,very detailed.
when it will be textured it will be awesome
very good work.
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Re: New Graphics - Blender ".blend" thread

Post by trainboy2004 »

Some new stuff:

Image

Will fix the lightning and scale :wink:
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Re: New Graphics - Blender ".blend" thread

Post by Leanden »

Class 66 i believe? Lovely train model, dya wanna do a 32bpp version of the BRSet? :P
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

trainboy2004 wrote:Some new stuff:

Image

Will fix the lightning and scale :wink:
It looks very good.

This is a 440 class EMU from Spain. It's a very typical train in Spain. I will release it when I add the blue and yellow livery and the current livery.

The problem is that It looks a bit... crushed. You can see two images here:

http://www.ut440.com/ut440/modules.php? ... e&pos=1320
http://www.railfaneurope.net/pix/es/ele ... -1434-.jpg

The last photo was taken in my city.
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Re: New Graphics - Blender ".blend" thread

Post by trainboy2004 »

It's a Class 66 indeed. :wink:
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Re: New Graphics - Blender ".blend" thread

Post by ZxBiohazardZx »

trainboy2004 wrote:Some new stuff:

Image

Will fix the lightning and scale :wink:
very nice and detailled, keep it up!
maquinista wrote:
This is a 440 class EMU from Spain. It's a very typical train in Spain. I will release it when I add the blue and yellow livery and the current livery.

The problem is that It looks a bit... crushed. You can see two images here:

http://www.ut440.com/ut440/modules.php? ... e&pos=1320
http://www.railfaneurope.net/pix/es/ele ... -1434-.jpg

The last photo was taken in my city.
yes very crushed, thats the only reason i hate the 32bpp so far, the models of all artists look awesome (see trainboy) but ingame they look crappy due to stupid size limitations.....
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Re: New Graphics - Blender ".blend" thread

Post by CommanderZ »

The doors seem a little too narrow :roll:
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Re: New Graphics - Blender ".blend" thread

Post by ArmEagle »

CommanderZ wrote:The doors seem a little too narrow :roll:
That's of course because it is crushed in the length.

Ignoring that they look great though. Of course the full length trains and wagons look realistic. But if such a vehicle turns on a corner, it suddenly looks very unrealistic. And I do kinda like the toy-like looks of the shorter vehicles. It's quite a delicate issue, but we have to remember that nothing is at equal scale (between types of objects).

One thing about those passenger trains; I can hardly see the 'arms' that connect to the catenary. I guess it's quite on scale now, but I think it could be a little bit more visible.
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Re: New Graphics - Blender ".blend" thread

Post by tsjook »

Simple texturing question: Does anyone know how I can make a texture like this work on more that one side of a cube? The standard texture works only on top, and I have already found out how to alter this, still I can't make it work for more than one side at once. I've already changed the "map input" setting to "cube" but that didn't work. :?
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Re: New Graphics - Blender ".blend" thread

Post by Zephyris »

The bricks are a full procedural texture but (unfortunately) only vary in the x and y directions. Because they are a procedural texture rather than a bitmap texture this means they ignore the flat/cube/sphere/cylinder mapping instructions and give the results seen...

There is no easy way round it that I know; I would recommend using a bitmap texture instead (there are a lot of GPL/CC seamlessy tiling brick textures around), these can often look better too.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

That's true. Most of times It's better a simple texture. This is because the level of detail is not enough to allow to see differences between a simple texture and a texture with a bumpmap.
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Re: New Graphics - Blender ".blend" thread

Post by tsjook »

Favorite window color, anyone? :wink:
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Re: New Graphics - Blender ".blend" thread

Post by hyperion »

tsjook wrote:Favorite window color, anyone? :wink:
very nice work.i really like the texture of your building.
about the window i prefer a brown one,i think a brown window fits better with the bricks.(but it's just an opinion)

good job.
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

tsjook wrote:Favorite window color, anyone? :wink:
It looks very good. About the windows, I don't know, I like the two colors.


This is a coast tile that I have modified from desert tiles, water tiles and grass tiles. Do You like it? I don't like the transition between the sand and the water, but I don't know how made it better. Maybe some reflections or shadows in the border, but I am not a good artist.

My idea is release it with the TAR file, and If someone wants draw some details, He only need a image editor, PNG codec and execute the TAR file.

For the moment, this is there is only one tile that I have made. You can see other three tiles that They are only replaced, but not modified.
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Re: New Graphics - Blender ".blend" thread

Post by Lord Aro »

personally i think the non coast 32bpp look better than the old ones :))
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Re: New Graphics - Blender ".blend" thread

Post by maquinista »

Lord Aro wrote:personally i think the non coast 32bpp look better than the old ones :))
Thanks. This is a update of the coast tiles.
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