Skip to main content
Topic: [in devloppement] High buildings (Read 99506 times) previous topic - next topic

Re: [in devloppement] High buildings

Reply #70
Nice.

The concrete futuristic factory with burger on side made me laugh... that is how food is made in future! :D

COM_04_*
RES_02_*
RES_05_*
These could almost go into the set :)

But you have some pieces of trees high in air ::)

[attachment deleted by admin]

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: [in devloppement] High buildings

Reply #71
The concrete futuristic factory with burger on side made me laugh... that is how food is made in future! :D

Should we name it "Soylent Green"? :D :'( 




Re: [in devloppement] High buildings

Reply #75
:s ... ? What can the internet offer after searching for "throwing up smiley" instead of textual emoticons? You don't want to go there, trust me...

Gauthier, how do you make snow? It seems so easy, but every time I try, it looks wrong.

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: [in devloppement] High buildings

Reply #76
Perhaps using the clone tool?

Re: [in devloppement] High buildings

Reply #77
It's simple but a bit boring if you have very complex buildings ...

I replace all surfaces by a color, to make a small effect of elevated (because snow isn't flat) I add sides with other colors. (see the screenshot to have a chance of understanding ;) )

I do this for all buildings of a picture (sometimes, for similar roofs for example, I use copy/paste function :D ).
Since I have prepared BIG pictures (1024*512) full of snow with different lightings ... I took a snow tile in the game and repeated it to make a picture full of it.
I copy this picture several times and make several lightings with Photofiltre.

After that, I copy and past with MS paint using transparency colors ...

Re: [in devloppement] High buildings

Reply #78
Oh... I see.

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!



Re: [in devloppement] High buildings

Reply #81

I don't think so - but combination steel/concrete/gl**** skyscrapers with brick houses looks very strange.

Chybami se člověk učí - ale někteří lidé jsou nepoučitelní



Re: [in devloppement] High buildings

Reply #84
I'm agree with VaclavMacurek, however I wouldn't say they look strange but sometimes the design is a little repetitive, specially in the case of brick surfaces...all floors look like exactly the same and the only parts that differ between them are gl**** surfaces.

Don't get me wrong, I like the idea and some of the buildings but as they are very high, you need to introduce some variations or small details every few space, for breaking the visual monotony, but keeping the style of the whole. It's just a suggestion... :)

Re: [in devloppement] High buildings

Reply #85
Download these buildings are not yet available?  :D

Re: [in devloppement] High buildings

Reply #86
download and SNFOS web page will be updated all saturdays so wait a few  ;D

Quote
Don't get me wrong, I like the idea and some of the buildings but as they are very high, you need to introduce some variations or small details every few space, for breaking the visual monotony, but keeping the style of the whole. It's just a suggestion... Smiley

I think so but ... How I could do that ? except open windows I haven't ideas ... The problem of the texture (taken on PatrickN's pak128 picture) is that the texture can't be properly aligned and especially it's very ... small but I didn't found other one  :(

Anyway the texture of the wall isn't very seen behind windows.

Re: [in devloppement] High buildings

Reply #87
Play with different windows designs and sizes. Use other color schemes (blue, white, light greys) An example:


Re: [in devloppement] High buildings

Reply #89
Reminds me of the Jules Verne cannon for Moon expedition...

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!


Re: [in devloppement] High buildings

Reply #91
Oh nice ! I'll make it tomorow !

for instant : IND02 => an atomic toys plant ;)
(We had food of dead human bodys with IND01 so ... :)  )

Toys! Toys! Toys?

IND02 = Requiem for a dream OR Gone with the wind?

COM06 = Greening Business

RES08 = Mermaids Eyes



Re: [in devloppement] High buildings

Reply #93
IMHO, this building design doesn't seem repetitive. It's bright and the gl**** effect is really cool...personally, I would remove that tree from rooftop and put a swimingpool or solar plates for example.

Btw, If you want more ideas of buildings and windows designs, take a look at CG textures buildings section.



Re: [in devloppement] High buildings

Reply #96
(sorry for triple-post)

I'd like to test a building with a great tree in front of it (not on the roof this time :D )...(Yes I like trees :D )or maybe make some exotic gardens ...

I thought to a sequoia :



you know these huge trees ...

I don't know how to draw a tree so if someone can draw a sequoia (about 350 px height and 50 large), it would be very cool  ;)



Re: [in devloppement] High buildings

Reply #99
Erm... bricks as big as windows?

The top is very nice.

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: [in devloppement] High buildings

Reply #100
Actually even bigger than windows :o.

But the tops are really nice!

And on the Sequoia:

We are apparently now in the rather unique situation in younger ST history, to have more active code developers around here than active painters - at least it feels like that. And that makes finding someone for such a special project... well not exactly easy (not because of the increase in coders, but for the almost dramatic decrease in - active - painters.) Maybe one of the local Blender crowd can help you a little (I think I remember hearing that there was a way to generate trees in blender fairly easy... but maybe I'm mistaken. You might want to ask vilvoh on that.). But for pixel-pushers like me (I've never done, not even tried a single tree so far), that's simply too much.
  
***** PAK128 Dev Team - semi-retired*****

Re: [in devloppement] High buildings

Reply #101
There is a program called ngPlant which is supposedly best you can get in the Free department. I can't remember if it saves output as something that can be imported or not... but probably yes. imported into Blender et al, I mean.

Oh, and about the nice tops. Gauthier, I am sure that 50% of your material has enough quality to go straight in official pak, but the other 50% is not enough. Unfortunately the 50% and 50% are usually both in one object. You do absolutely wonderful things like the top of this building, and then ruin the rest with huge bricks. You have huge potential, and I think with some practice and help you can improve the bad 50% quick enough. If I could help you there, I would, but I suck at graphics. That said, you can probably get some tidbits of knowledge here and there... I am looking forward to next buildings!

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Re: [in devloppement] High buildings

Reply #102
I'm a pixel painter, first I make the shape of the building in very flashy colors, after I put textures by pasting the picture on a large texture picture with the good color in transparency. I use paint for general drawing and photofiltre for changing lighting of a texture.

I use photofiltre to make mirror effects (for skyscrapers like the new RES02) and transparency for example : the windows at the top of the building. better : I use the mirror effect and after a transparency.

Explaination for the bricks :
I often use textures given in PatrickN's picture with elements for buildings (topic "free parts for painting" or something like ...) but textures are clearly not scaled, you cannot properly align multiples quares of textures so I search a texture on google picture, make it diagonal with photofiltre. The problem is that I didn't found bricks enough small and red. I prefered big red bricks. I could reduce the size much more but it would make the texture very repetitive :/

But don't hesit to say me what it must be improved for every buildings, I show you every building just 1 minute and 30 seconds after compiling ;)


Re: [in devloppement] High buildings

Reply #104
Beautiful creative work!