GMax and 3DSMax (And any other modeling program) screenies/renders

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MAD MALLETS!
 
G'day trainboi1,

...it's "vere nicer" (he said with an outrageous French accent) but I've already got one...


VR_No3_Goods_Shed09.jpg




VR_No3_Goods_Shed10.jpg





VR_No3_Goods_Shed12.jpg




VR_No3_Goods_Shed13.jpg



...although, to be fair, this is actually a Goods Shed, rather than a locomotive stabling facility - but I can match this one with an Engine Shed of a similar size and design (that bears three internal turntables)...

Jerker {:)}
 
JEEZ! I've seen that shed with the internal turntables, but I'm too much of a short line person. I suppose all branch lines and narrow gauge have to start somewhere, but my goodness! I'd never find a place to put something that big.
 
trainboi1, could you make a 5-stall 2ft roundhouse to accomodate the Mad Mallets?

(I know this is the wrong forum, but seeing as there's locomotive stabling facility talk, I thought I would ask now)
 
Don't remember if I showed ya'll this or not, but it don't hurt to do it again.

The worlds 1st locomotive to go over 100mph

6f680a9907473d3f144f1be4e4a4e6a7.jpg


Rock On!
~Dusten
 
@ Jerker - Firstly let me say that's a lovely building and I especially like the 3D detailing on the end walls. Are we allowed to offer constructive critiques here? The only thing that detracts from the model (for me at least) is the striped appearance of the bricks. The problem seems be that the "luminance" in your repeating brick texture varies from dark to light in the vertical direction, which then leads to the obvious horizontal stripes when you tile it. I've often suffered from this problem in my own work too, so I know it's not easily solved by manually dicking around with the image. With that in mind, let me direct you to this little gem that I found only recently Fixing Lighting Irregulaties in Self-Tiling Maps - (I know that's not how you spell "irregularities", but it's the title of the web page!) - it describes a fairly easy way to fix the luminance problem, even in a complex photographic image. It is based on Photoshop, but presumably you could adapt the method for PaintShop Pro or other programs.

I'd be interested to know, if you try it, what you think of this guy's method.


Edit: Here are 2 other methods for removing brightness/colour variations in tiled images, you might find them even simpler than the one I quoted above:

Creating seamless textures from photographs
.

How to Create a Seamless Texture using Adobe Photoshop
.
 
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@ Jerker - Firstly let me say that's a lovely building and I especially like the 3D detailing on the end walls. Are we allowed to offer constructive critiques here? The thing that detracts from the model (for me at least) is the striped appearance of the bricks. The problem seems be that the "luminance" in your repeating brick texture varies from dark to light in the vertical direction, which then leads to the obvious horizontal stripes when you tile it. I've often suffered from this problem in my own work too, so I know it's not easily solved by manually dicking around with the image. With that in mind, let me direct you to this little gem that I found only recently Fixing Lighting Irregulaties in Self-Tiling Maps - (I know that's not how you spell "irregularities", but it's the title of the web page!) - it describes a fairly easy way to fix the luminance problem, even in a complex photographic image. It is based on Photoshop, but presumably you could adapt the method for PaintShop Pro or other programs.

I'd be interested to know, if you try it, what you think of this guy's method.

Likewise about the lines, but hey!!! I never even knew how to make a seamless tile. Bookmarked!!! Thanks.
 
Why a 5-stall? I'd love to make several 2 foot engine sheds, as I frankly don't think there are enough(same goes for 30 inch gauge) but I don't know where to use a 5 track shed. I can see a 4 track shed perhaps, but a 5 track shed seems pretty large, especially for the L&B. The County Gate modellers who invented the Mad Mallet added another 3 track shed similar to the one at Pilton farther on their fictional extension, and it seems a much more sensible arrangement to me, as it places the mallets where they worked.
 
G'day Dinorius_redundicus,

Deane, you may provide as much criticism as you feel is required and you have every right to do so (whether I take heed of any of it is another matter - but not one for discussion here)...

...rest assured, the "issue" of which you speak had not gone unnoticed but for some reason on this particular 'model' (perhaps due to the larger surface area), it has been highlighted, where, in the past, it could be 'passed off' as variations in the bricks, here, it has become 'annoying'. I looked through the various tutorials to which you linked us and after translating them into PSP speak (my preferred GMP), I found a solution. Interestingly, the best solution I found was to use the PSP 'automatic' Seamless Tiling "effect" (with some judicious adjustment of the settings), much easier than any of the Photoshop solutions suggested in the tutorials and here, believe it or not, is the very same texture (albeit applied to a different building), in both before (where you can see that the luminosity 'effect', although present, isn't too much of a bother)...


VR_Type_'G'_Generic_Station27.jpg


...and after tweaking renders...


VR_Type_'G'_Generic_Station46.jpg


...which, you will agree, is a much better result. I shall now have to apply the effect to the texture on the Goods Shed above, which lives on my Laptop that won't see 'service' again until next Sunday but I must thank you for the advice (which, it appears, others have also found useful)...

Jerker {:)}
 
JEEZ! I've seen that shed with the internal turntables, but I'm too much of a short line person. I suppose all branch lines and narrow gauge have to start somewhere, but my goodness! I'd never find a place to put something that big.

That's the smallest of the 11 that were in the one yard..

http://www.victorianrailways.net/signaling/completedia/humpdia.html

The No. 3 shed is the one that Garry has built,(and built exceptionally well) although this diagram shows the yard after they simplified it and made it much simpler. This one is much more complex. http://www.signaldiagramsandphotos.com/mywebpages/vr/Metropolitan/4'52.htm (and built exceptionally well)

http://www.lib.unimelb.edu.au/collections/maps/historical/1945melb/l_sheets/848b4b.jpg - also an aerial view, the top right is where the goods sheds are

Jamie
 
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It was once described as a "battleship on rails"...
7305185_orig.jpg


Also, obligatory plea for people to visit the 9010 site (http://sp9010.ncry.org/) and offer up a donation, if you can. They've recently found in Europe actual ex-SP Krauss-Maffei trucks which are still operational to the point where it is conceivable that someday 9010 may run under her own power once again. How incredible would that be?

Regards,
MSP
 
It was once described as a "battleship on rails"...
7305185_orig.jpg


Also, obligatory plea for people to visit the 9010 site (http://sp9010.ncry.org/) and offer up a donation, if you can. They've recently found in Europe actual ex-SP Krauss-Maffei trucks which are still operational to the point where it is conceivable that someday 9010 may run under her own power once again. How incredible would that be?

Regards,
MSP
I'm guessing that's the camera car version. Looks great! Now to add some 40 mm bofors and make it float!
 
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