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  1. M

    Activate the poll feature

    Is there a possibility to activate the poll feature in the forum?
  2. M

    Come together

    Only a very little bit noncommercial advertisement. You might have a look at Trai.NZ, a child of Trainz Depot now Trainz.DE Basti the admin of Trainz Depot does with his excellent Team since years a remarkable job. This is the most respectful and friendliest Trainz community I ever get to...
  3. M

    Cafe Achteck, a public pissoir

    Hello! Lately I started again building some items for Trainz. My latest object is a public pissoir from Berlin in the year 1879. I am in love with all those fine and superb details they use at that time, even for a toilet. Amazing! Here some impressions: So far 768.581 polygons, a...
  4. M

    Plywood Skiff

    Hello again! Back to introduce my latest small project. Inspired by the fishing scene in the map created by Chris, I thought a small skiff might be a good idea. So I started finding sketches and drawings, found finally a boat which suits my needs. And find out, that making the mesh for a boat...
  5. M

    WIP: Small Wooden Landing Stage

    For my friend Chris, who is just now building a very nice route, where he needed some accessories for fishermen: Does somebody has drawings for a small rowing boat? Mick!
  6. M

    Liquid Manure Membrane Pump (Part 3)

    After doing some work I have the low polygon model ready. It has now 6.746 (before 16,345) polygons and 3.696 (before 9,164) vertices. Here a pic of the 'stripped' model: And here the ready one, where I reduced the texture from 2048x2048 down to 1024x1024: And by the way, here is the...
  7. M

    Liquid Manure Membrane Pump (Part 2)

    Actually the mesh is finished and this is how our little stinker looks like within Trainz: It is still the full polygon model (16,345 polygons and 9,164 vertices), only the texture is already rendered. Later the DIA logo and all other writings will be rendered with projection rendering, also...
  8. M

    WIP: Liquid Manure Membrane Pump

    Some little progress/. The first image is a bit too large, so, only a link: Mick!
  9. M

    WIP: Guess, what this could be...

    I found the original on an excursion to the Pfaueninsel in Berlin and I like it so much, that I have to build it for Trainz: Somebody can guess, what it is? Mick!
  10. M

    WIP: Steamboiler as an example for projection rendering (Part 8)

    Edit: The boiler is soon available on the DLS MV_Dampfkessel,<kuid:206616:100020> The mesh is finished, the low polygon object is mapped. Some statistics. The high polygon model has 232.188 polygons and 132.438 vertices: The low polygon model has 16.021 polygons and 8.719 vertices...
  11. M

    WIP: Steamboiler as an example for projection rendering (Part 7)

    Hello again! I need a break, mapping all the detailed stuff and add it to the main mesh mapping, which shall be later exported. I need to see something :-) So I did something which better should not be done, but like I said, I wanted to have a result for now in Trainz. I put a notex material...
  12. M

    WIP: Steamboiler as an example for projection rendering (Part 6)

    Now I am a little bit confused what to do. The black locomotive like look is also quite beautiful. What would you prefer as basic color, the rusty one or the new black look? I ask, because the boiler shall be published on the DLS later, so let me know your preference&#8230; And I could need...
  13. M

    WIP: Steamboiler as an example for projection rendering (Part 5)

    Hello dear readers! Today I finally managed to modify the material for the boiler in a way which looks satisfying for an old, rough and rusty surface. It is a Vray material: Reflect and Refract is set to 0. The material uses three maps, Diffuse, Reflect and Bump. Diffuse and Reflect are...
  14. M

    WIP: Steamboiler as an example for projection rendering (Part 4)

    As mentioned before this is a work in progress, based on a photo of a stationary steam boiler. I modified the original and add more and more details, all of them as high polygon objects. In the end I want to render as much details into a texture and into a bump map. The latest detail is a...
  15. M

    WIP: Steamboiler as an example for projection rendering (Part 3)

    So far 198.901 polygons 112.483 vertices Steam regulator and manometer added… And some remarks about 3dsMax. In the last part of this blog I wrote "because above 400.000 polygons my 3dsMax gets slightly slower". The amount of polygons have not been the reason for the rapid slow down. It was...
  16. M

    WIP: Steamboiler as an example for projection rendering (Part 2)

    - reduced the poly count for the rivets because above 400.000 polygons my 3dsMax gets slightly slower - added some details - played with the materials As it now stands, the model has 160.241 polygons and 90.276 vertices. Mick!
  17. M

    WIP: Steamboiler as an example for projection rendering

    Here another example how to build a very detailed object with quite a few polygons, a stationary steamboiler. So far 350.758 polygons and 192.594 vertices before the render process: Mick!
  18. M

    Render to Texture or how to ... (Part 4 “Get thee behind me Polygon!”)

    So, let's come to the point! First of all, I personally had made bad experiences with using the cage with projection rendering. So I developed my way to bypass these problems I faced. If somebody feels he knows a better way, let me know. Preparation First I make a copy of the low...
  19. M

    Render to Texture or how to ... (Part 3 “Let there be light”)

    In diesem Teil geht es um etwas essentielles beim Rendern in Texturen, das Licht. Wie zuvor erwaehnt, wollen wir eine sehr diffuse Beleuchtung mit extrem sanften Schatten haben, die die Dreidimensionalitaet unseres Modelles herausarbeitet. Es sollte klar sein, dass dazu die Standardlichter in...
  20. M

    Render to Texture or how to exorcize those evil polygons (part 2)

    Weil meine Zeit etwas knapp ist, hier nur ein kleiner zweiter Teil. Um Render-Zeit zu sparen habe ich einen GPU_Renderer benutzt, deshalb die anders aussehenden Farben und Schatten. Links im Bild ist das High-Poly-Mesh der Tresortuer, welche dann auf das Haupt-Mesh via Render to Texure gerendert...
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