New Graphics - Blender ".blend" thread (Works In Progress)
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Re: New Graphics - Blender ".blend" thread
I take it the small box on top of the building is for the elevator machinery, so maybe you should include the elevator shaft in the floor layout of the first construction stage?
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Re: New Graphics - Blender ".blend" thread
I think that small box is just an exit from the staircase to the roof. A house with only three floors does not need to have an elevator I think.Jupix wrote:I take it the small box on top of the building is for the elevator machinery, so maybe you should include the elevator shaft in the floor layout of the first construction stage?
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Re: New Graphics - Blender ".blend" thread
Wacki: I was/am talking about the lampposts. The top section currently is a light violet colour, but I think it would be better if it’s slightly darker and de-saturated (colour removed / made more grey). Your last shot of that building is great. Although you middle stage is true to the original, I think it would be nice to have it slightly less complete with some brickwork showing to link from the first stage.
Ben
Re: New Graphics - Blender ".blend" thread
OK, I try to remake it. But I do not promise it. Because I am trying do other tropical house.Ben_Robbins_ wrote:Wacki: I was/am talking about the lampposts. The top section currently is a light violet colour, but I think it would be better if it’s slightly darker and de-saturated (colour removed / made more grey). Your last shot of that building is great. Although you middle stage is true to the original, I think it would be nice to have it slightly less complete with some brickwork showing to link from the first stage.
BlazE: I am agree with you.
Sorry for my very bad English!!!
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Re: New Graphics - Blender ".blend" thread
Wacki: I wasn't suggesting a remake and re-render, but just a tweak post-render. (Photoshop it for example)
Ben
Re: New Graphics - Blender ".blend" thread
Ah, good point. Touche.Jupix wrote:But the power plant always requires coal. You'd have to change that if you change the underlying technology, and that's a big gameplay change.
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Re: New Graphics - Blender ".blend" thread
Wacki: Your flat is great.
Lord: Power Plant is almost same with original. Very cool. What is missing is texturing as you already said.
Lord: Power Plant is almost same with original. Very cool. What is missing is texturing as you already said.
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Re: New Graphics - Blender ".blend" thread
Sorry, but original one looks better. I think even for current zoom level your one requires much more textures.lordazamath wrote:I have finished with the power plant...No comments yet though.
Anyway...I'm working on the construction phases so you won't get tar yet..
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Re: New Graphics - Blender ".blend" thread
athanasios wrote: Lord: Power Plant is almost same with original. Very cool. What is missing is texturing as you already said.
George wrote:Sorry, but original one looks better. I think even for current zoom level your one requires much more textures.
Well..I try to do my best..so I'll update soon..But maybe it would be wiser to post the blend(s) here, so smb else could add textures...I'm no good at thisLordAzamath wrote:you use Blender, right? If so, then I guess you used UV-mapping for textures? They look fantastic, but I don't know how to do something like that myself...Perhaps if you haven't noticed, I have done ery few things that have some texture too
Lord
EDIT:
Ok...this is the best, I could ever do... And here is the tar.gz with all blend files..
Re: New Graphics - Blender ".blend" thread
lordazamath, are you using blender? You don't have to UV map to add a texture...
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Re: New Graphics - Blender ".blend" thread
I know...I can add texture to material too, and that's waht I used to do too...But the problem is that there are so many parameters, that I have no idea what they do...And with uv-mapping I can specify the size, or area, I want to show...Anyway, I'm not that good in textureing/adding materials, than in mesh modeling...That's why I gave you all blends
Re: New Graphics - Blender ".blend" thread
nice work LordAzamath, it's just a bit too shiny in my opinion industries are diiiiiiiirty
Re: New Graphics - Blender ".blend" thread
I would strongly advise looking at the non-UV mapping texturing in blender; it looks scary (like the rest of the program ) but is actually simple and powerful! The basic idea is to define textures (F6), which can be procedural or an image, then mix them into a material (F5). Some useful links are:
http://wiki.blender.org/index.php/Manual
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
But I expect you already know about these!
http://wiki.blender.org/index.php/Manual
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
But I expect you already know about these!
Re: New Graphics - Blender ".blend" thread
Other tropical building:
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- 4600.PNG (1.69 KiB) Viewed 5735 times
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- trop_house_3.png (54.22 KiB) Viewed 5737 times
Sorry for my very bad English!!!
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Re: New Graphics - Blender ".blend" thread
Observation - I notice in the (very nice!) screenshots that, whilst there is new grass, trees roads, and everything, the water seems to be the same old 8bit stuff.
Has anyone done any work on it? Just thought I'd ask.
Has anyone done any work on it? Just thought I'd ask.
Re: New Graphics - Blender ".blend" thread
Concerning the tropical building, is there a standard sand/desert texture?
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Re: New Graphics - Blender ".blend" thread
not yet...no rain-forest terrain neither ...Maybe I will try to make them...Maybe..
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Re: New Graphics - Blender ".blend" thread
Moriarty: I had a play with making a water sprite quite a while ago, but I’m not really happy with it yet. I’ll move onto things such as that once I’m done on other land sprites, assuming someone else doesn’t do it first.
Wacki: Looks nice, all I can suggest is adding dirt between the buildings and the ground. The clear line running between the two always stands out in cgi.
I spent last night trying to find a quick way of shrinking down the grass sprites and adding (or not) black borders. I made some actions in PS, but I don't seem to be able to export them. If anybody knows how to make PS un fadeout the 'save action' command (v7) then please say.. Anyway, I made the 2 levels, and with lines is here, and without lines is here. Once I actually found a way to do it, and got them as I wanted it only took 2 minutes per zoom which was handy.
The problem with tiles is how 'varying' to make them. The less they vary the better they tile, but the less they vary the blander they appear. There are elements of geektoo's grass tiles that I think tackle this well, so I intend to take a look at blending the two bits of work (permission gained), although I have no idea if that will turn out as intended due to some key differences. There is still plenty to tweak with the grass, but I'll do that once I'm ok with it as a whole, otherwise changes would have to be redone. Here’s a preview also. (Note: Ignore problems with the grass leaving blank pixels for the moment, that’s known about)
Wacki: Looks nice, all I can suggest is adding dirt between the buildings and the ground. The clear line running between the two always stands out in cgi.
I spent last night trying to find a quick way of shrinking down the grass sprites and adding (or not) black borders. I made some actions in PS, but I don't seem to be able to export them. If anybody knows how to make PS un fadeout the 'save action' command (v7) then please say.. Anyway, I made the 2 levels, and with lines is here, and without lines is here. Once I actually found a way to do it, and got them as I wanted it only took 2 minutes per zoom which was handy.
The problem with tiles is how 'varying' to make them. The less they vary the better they tile, but the less they vary the blander they appear. There are elements of geektoo's grass tiles that I think tackle this well, so I intend to take a look at blending the two bits of work (permission gained), although I have no idea if that will turn out as intended due to some key differences. There is still plenty to tweak with the grass, but I'll do that once I'm ok with it as a whole, otherwise changes would have to be redone. Here’s a preview also. (Note: Ignore problems with the grass leaving blank pixels for the moment, that’s known about)
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- Grassnormalzoom.PNG (611.77 KiB) Viewed 909 times
Ben
Re: New Graphics - Blender ".blend" thread
It is better?
And here is the next building:
I would like to remake everything city buildings from tropical environment.
And here is the next building:
I would like to remake everything city buildings from tropical environment.
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- trop_house.png (54.51 KiB) Viewed 5556 times
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- 4597.PNG (1.51 KiB) Viewed 5546 times
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- trop_house.png (47.88 KiB) Viewed 5541 times
Sorry for my very bad English!!!
I am 3dsmax artist.
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Re: New Graphics - Blender ".blend" thread
Wacki..please do then the high tropical flats too Mine are ugly...
Lord
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