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

Very nice Dan! Do you have plans to make McLouth Steel? My mom worked there in her early years. It's the rusty heap in Wyandotte across from Sibley Gardens. (mmmm:udrool:)

You know I have considered trying to put that into my Wyandotte Transfer RR route, but decided not to undertake such a large and complex asset. I have the track diagram for that site and it would be more complex than the Wyandotte plant.

Building the Detroit Packard Plant... I did a reskin of that for generic background. Perhaps someday. I will be making some assets for the GTW Mt. Clemens SUb route. Lots of custom buildings and grain elevators. That will be a long build.

Liking that C-420!


Dan
 
Alco T-6

c8c8ca49c7473e771b3558be2bb8dfed.jpg
 
Nice job! What kind of locomotive is that, before I played trainz I played on a "Traincraft" modded minecraft server, and I think I had a loco that looked like that.
 
Hello Meow,

thank you for your comment. :) The above shown loco is a rarely built type of German heavy switcher, labelled "Bergbau" (engl. Mining). And as the name suggests it was produced for the mining companies by Krupp between 1948 - 1962. Beside of it's weight of 80 ton's it was capable to generate around 986 hp. A few of those locos are preserved until today, but only one of it's kind is able to fully operate.

Have a nice day!
 
Dat looks NICE! Looking forward to lashing a couple of these up on my Cotton Belt route..... hmmmm... did SSW have any of those???


`

Does not appear so...

[TABLE="class: wikitable"]
[TR]
[TH]Railroad[/TH]
[TH]Quantity[/TH]
[TH]Road numbers[/TH]
[TH]Notes[/TH]
[/TR]
[TR]
[TD]Altos Hornos de Mexico, S.A.[/TD]
[TD] 2 [/TD]
[TD]126–127[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]Brewster Phosphate[/TD]
[TD] 2 [/TD]
[TD]16–17[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]Kaiser Steel[/TD]
[TD] 2 [/TD]
[TD]1022–1023[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]Monongahela Connecting Railroad[/TD]
[TD] 1 [/TD]
[TD]400[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]Newburgh and South Shore Railroad[/TD]
[TD] 2 [/TD]
[TD]1016–1017[/TD]
[TD]Last locomotives built by Alco; 1016 is known to survive.[/TD]
[/TR]
[TR]
[TD]Norfolk and Western Railroad[/TD]
[TD] 40 [/TD]
[TD]10–49[/TD]
[TD]10–11 to Chesapeake Western Railway[/TD]
[/TR]
[TR]
[TD]Pennsylvania Railroad[/TD]
[TD] 6 [/TD]
[TD]8424–8429[/TD]
[TD]8427 is known to survive.[/TD]
[/TR]
[TR]
[TD]Portland Terminal Railroad (formerly Northern Pacific Terminal) (Oregon)[/TD]
[TD] 2 [/TD]
[TD]46–47[/TD]
[TD][/TD]
[/TR]
[/TABLE]
 
Hey Dave Snow,

You can be the first to build a fantasy SSW T-6. I'll let you know when I get closer to finishing it.
 
G'day chadd4, simulatortrain, btvfd & dericm,

@ chadd4, simulatortrain & btvfd,

...thank you gentlemen for your kind comments...

@dericm,

...I knew, Dan, I had Australian and New Zealand Dairy Industry practise covered with the very high probability that I was 'OK' for American practises, as well. Your comment has heightened my spirits in that regard. I am similarly hopeful that present day UK practise is represented by this shed (and some comments from "the motherland" along those lines would be greatly appreciated) but I have no idea of how the industry in the E.E.C. operates, so I would greatly appreciate some comments from that source, too...

...your other comments gave me food for thought and although I could do nothing about the smell (with which I am very familiar - perhaps that is an 'update' they have in mind for version T:ANE 3 :hehe:), I could do something about the "poop" (or "cow pats" as we call them down here). I decided to add some weathering to the asset's pristine textures to make the shed look as though it had been in situ for some time and although the weathering on the external walls is rather subtle, with the weathering on the roof somewhat less so, the "piece de resistance" is the weathering applied to the concrete to represent the former presence of those aforementioned "cow pats". During all of this reworking, I realised that, now that I was "modelling" the "cow pats", that I would need somewhere for the them to "go", so I added the heretofore missing 'drain', which I think, adds that extra bit of realism. The asset now looks like this...


Milking_Shed61.jpg



Milking_Shed62.jpg



Milking_Shed63.jpg


...which I am hoping will bring it closer to being even more "acceptable"...

Jerker {:)}
 
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@dericm,

...I knew, Dan, I had Australian and New Zealand Dairy Industry practise covered with the very high probability that I was 'OK' for American practises, as well. Your comment has heightened my spirits in that regard. I am similarly hopeful that present day UK practise is represented by this shed (and some comments from "the motherland" along those lines would be greatly appreciated) but I have no idea of how the industry in the E.E.C. operates, so I would greatly appreciate some comments from that source, too...

...your other comments gave me food for thought and although I could do nothing about the smell (with which I am very familiar - perhaps that is an 'update' they have in mind for version T:ANE 3 :hehe:), I could do something about the "poop" (or "cow pats" as we call them down here). I decided to add some weathering to the asset's pristine textures to make the shed look as though it had been in situ for some time and although the weathering on the external walls is rather subtle, with the weathering on the roof somewhat less so, the "piece de resistance" is the weathering applied to the concrete to represent the former presence of those aforementioned "cow pats". During all of this reworking, I realised that, now that I was "modelling" the "cow pats", that I would need somewhere for the them to "go", so I added the heretofore missing 'drain', which I think, adds that extra bit of realism. The asset now looks like this...

...which I am hoping will bring it closer to being even more "acceptable"...

Jerker {:)}

In no way was your creation unacceptable! It certainly was pristine. Here is a link to a farm north of my home about 3 miles. http://binged.it/1IFrMW7 The milking barn is on the south part of the image and you can see the two tanks there too. The white boxes all lined up by the road in rows are the calf shelters and pens. They have about a hundred head there. As far as cow pats or patties... LOL I may have to make a few of them in G max. I'll wait for the snow to melt before I get some picks of them. LOL. Now I wonder if anyone has made flies yet as a TS12 asset? Animated flies with sound... who wants to tackle that? What's next... Mosquitoes?

Seriously your milking shed / barn looks great.


Dan
 
Amazing work as usual Jerker. The filthification and normal maps worked out really well. Would you share your modeller's wisdom about how to get such a realistic stainless steel texture? Material type, settings etc?

~ Deane
 
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G'day dericm & Dinorius_Redundicus,

@dericm,

...Thanks for the image, Dan, although I'm not sure exactly how I should be "reading" it. I do not believe there are any "cow pats" available as assets in Trainz at the moment and I would not stand in your way if you took it upon yourself to undertake the task of creating such 'beasties' (with or without all the "bells and whistles")...

@Dinorius_Redundicus,

...Deane, I would be more than willing to share the process that created the realistic looking Stainless Steel material that I have here but you should keep in mind that the result you see here is only in the renderer in 3ds Max and I have yet to see the end result in Trainz (then and only then, will I be fully satisfied with it - presuming it is acceptable to me). For you (and anyone else who may be interested), I should start by saying that it took me a few days to get it right, most of which was searching for an appropriate photo-realistic texture file/image for the 'effect' I was seeking. I could not find the exact one that I had in mind to do the job and had to settle for this one...


Shiny_Bare_Metal04.jpg


...which was my second choice (I was actually looking for a close-up image of the side of one of those stainless steel road tankers)! As you can possibly see, I have modified the original right hand door panel to eliminate the door handle, the hinges and vents (using the appropriate tools in PSP), which gave me a greater area of the texture to "play with" and I only made use of the area within the black rectangle for most of the mapping (especially on the tanks). In accordance with the instructions from Auran (in their Material Types Wiki page), the following settings were utilised..


Stainless_Steel_material_Settings_for_3DS Max.jpg


...in which you will note that I have 'played around' with the "Specular Level" setting and the amount of reflection applied to the texture image in the "Reflection" Slot (which, you can see, is nothing more than our "old friend" "Env_metal.bmp"), this also took some time, going back and forth between the dialogue box and the renderer to observe the effect of each change. Other than the inconvenience of the time consumed, the 'task' was a relatively simple one...

Jerker {:)}
 
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