Awesome weathering!

How good would it be if a locomotive got dirty going through a tunnel!
Even being able to wash the locomotive at a cleaning facility, now that would be an awesome realistic game.
 
There's no doubt that Mr. Sanders has worked hard to develop his detailing and weathering skills to an incredible level. The final touch, I think, is placing his dioramas out in the natural light and filming them in it. The pure point-source light from good old Sol is the ultimate weathering technique and the resulting realism of the shadows simply can't be replicated in a basement or garage or, for that matter, in a computer program. Spectacular.

Bernie
 
I love that first module shown in the beginning: it looks exactly like the MKT Overpass where the former Parsons, KS-St. Louis, MO line (the Katy Trail now) flies over I-70. This guy seems to be quite the Katy fan...I approve of that! :D

EDIT: OMG he has the 3 stooges! the GP40-Slug (crash-ruined GP40)-GP40 that always ran together! I love it :cool::Y:
 
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After I saw this video, I was quite excited and subscribed to their free newsletter/e-zine to see more. The magazine is quite amazing with other awesome articles. I've been under that overpass while out that way. It's too bad another great line had to become a trail. While in Texas last year, I saw a lot of old MKT tracks through out the Texas Panhandle area.

John
 
I found this batch of videos a while back, you might find these interesting as well:

https://www.youtube.com/user/AcidReignStudios/videos

cheers

This guys did some nice stuff too. This can be accomplished in Trainz as well using bump and normal maps. This level of detail is difficult though I think to accomplish, although you guys do a great job on stuff I've seen and acquired. We have that digital aspect to deal with where there are just so many levels that we can work with while the old analog world is still infinite. You can see that with the lighting and the textures.

John
 
This guys did some nice stuff too. This can be accomplished in Trainz as well using bump and normal maps. This level of detail is difficult though I think to accomplish, although you guys do a great job on stuff I've seen and acquired. We have that digital aspect to deal with where there are just so many levels that we can work with while the old analog world is still infinite. You can see that with the lighting and the textures.

John

Bold Bits

BI don't see that as the case. Advances in both 2D and 3D painting software technology ( especially when combined with a tablet ) and the shaders in modern game engines make duplicating real world dirt and grime easy if you're willing to spend the $$ to purchase said apps and then take the time to learn how to use these effectively. Software is going to improve over the next couple of years.
 
My experience is that weathering in trainz is a little more problematic. If you try to get a whole loco covered in a single 2048 texture, there (usually) isn't enough resolution to get fine detail and keep it all to scale on every surface.
Chris.
 
While it's not possible to get the level of detail shown on actual physical models without an expensive graphics manipulation program in my opinion, I find that I can attain a fairly reasonable level of weathering using GIMP which is free. There are a few examples here http://forums.auran.com/trainz/show...creenshots-1944-present&p=1243021#post1243021 though the screenshots aren't very sharp as I was messing around with them in photobucket.

I'll admit, nowhere near the level these guys are reaching with their models but I'm more than happy that the locos don't look 'out the box'.
 
My experience is that weathering in trainz is a little more problematic. If you try to get a whole loco covered in a single 2048 texture, there (usually) isn't enough resolution to get fine detail and keep it all to scale on every surface.
Chris.
This of course depends on the locomotive :)

A diesel locomotive could achieve this, although larger locomotives would be pushing it (something like a class 08 or other small shunter/switcher/terminologyofchoice would be achievable IMO).

For a steam locomotive, generally 1x2048*2048 and 1x1024*1024 or 2x2048*2048 textures should be sufficient (along with a few extras for alpha mapped components). This one has 2x2048*2048 'main' textures (with normals maps), plus 5 extra smaller textures (groundplanes[alpha], spark arrestors[alpha], numbers[for texture replacement], snow[alpha], and windows [alpha]).

Some of these could probably be combined into one texture, which I intend to keep in mind on future projects (the snow will be separate, being an already separate mesh). All are either 512*512 plus the spark arrestors and snow at 1024*1024 to give enough resolution.

Regards
 
I've obviously been making a rod for my own back as I was under the impression that the body artwork was supposed to fit on one 2048x2048, with others for glass etc.
Chris.
 
wow, that is amazing, I wish that I could weather some of my steam locomotives to give them a realistic look like the locomotives and rolling stock shown in the video.
 
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