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

Well, all this stuff looks so good, I'm almost embarassed to release anything else.

Great going guys and gals.

Cheers,

Dave
 
G'day 2Wayne,

...that's looking really good, Sir but I suspect you have the 'mask' for the walkway back-to-front. I believe the white bits should be black and the black bits should be white. When I look at the walkway, I see solid areas when I ought to see holes and holes where there ought to be solid steel (or perhaps I am actually seeing the 'opacity' texture, instead of the 'diffuse' texture)...

...I also need to remind you that if you choose to stick with those adverts, the asset will be useless for anyone outside of the U.S., even though we have these things by the thousands all over Australia (another reason to make the 'sign' generic or alterable)...

Jerker {:)}

Thank you sir, yeah not sure what is going on with the walk way I will need to work on that some more to make it look more right. Still trying to figure out this alpha stuff! HEHE

On the other note these are primarily made for the stuff in the US.

Look where the post is behind the walkway, Garry, and you'll notice he has it right :)

Cheers
Stevo

Yeah the ones in the back look great, but up front there is just so much walkway exposed It looks kinda weird, I will try and work on it some more. :)

Well, all this stuff looks so good, I'm almost embarassed to release anything else.

Great going guys and gals.

Cheers,

Dave

Heck no Dave! Keep up the great work I love using all your content in my routes and so forth, as I see things the more content people have and variation the better our life and enjoyment is in this game. Whats a good video game without tons of content?
 
G'day rbar_164,

...yep, Stevo, I did look at the area you mention and I almost thought exactly the same as you but if the texture application was 'correct', I would expect to see the area behind the walkway, where it obscures the pole, to be totally brown (brown from the paint texture applied to the walkway AND the paint texture applied to the pole). Instead, I see the paint texture "apparently" applied to the walkway (as it ought to be), ONLY, where the pole appears behind it (with the black holes still visible, where the pole behind ought to be exposed) and the background everywhere else (where the walkway ought to be painted brown). All of this points toward the conclusions I espoused above...

G'day 2Wayne,

...given your relative lack of experience with 3DS Max, is it possible that you 'closed' the Material Editor window with the 'Opacity' slot texture highlighted? It has been my experience that if that is the case, the program will show the highlighted texture as the dominant one in the render window (as well as the viewport)...

Jerker {:)}
 
G'day rbar_164,

...yep, Stevo, I did look at the area you mention and I almost thought exactly the same as you but if the texture application was 'correct', I would expect to see the area behind the walkway, where it obscures the pole, to be totally brown (brown from the paint texture applied to the walkway AND the paint texture applied to the pole). Instead, I see the paint texture "apparently" applied to the walkway (as it ought to be), ONLY, where the pole appears behind it (with the black holes still visible, where the pole behind ought to be exposed) and the background everywhere else (where the walkway ought to be painted brown). All of this points toward the conclusions I espoused above...

G'day 2Wayne,

...given your relative lack of experience with 3DS Max, is it possible that you 'closed' the Material Editor window with the 'Opacity' slot texture highlighted? It has been my experience that if that is the case, the program will show the highlighted texture as the dominant one in the render window (as well as the viewport)...

Jerker {:)}

Not to sure, I know I was clicking on a few other options after I selected the Opacity option. I will also re-work the texture when I get home from work to.
 
bd6fcfbc9b19ed1d626478e316404362.png
 
Checking dimensions, ride height, and appearance to confirm my measurements. Just need to finish off the details, interior, and underbody then it is off to Blender to get it mapped, baked, and optimized!

05b47f6b6b0a0fa7c4978e6b205db165.jpg
 
you do those in skp?
Yes, it lets me transfer my notes quickly to models so I can test my measurements. An added benefit is I can do quick adjustments on site when I go for specs and measurements of the cars as well. If you are careful with the way you group surfaces and create bevels and curves you can model just as material and poly efficient as other 3D programs. Texturing is another deal though, way better to export to other programs to do that and animation.
 
v2_by_trainboi-d80mmg6.png

Great job Niartcar, I'll certainly have a place for those cars when they're done. In the mean time, a Prairie has just about occurred.
 
Great job Niartcar, I'll certainly have a place for those cars when they're done. In the mean time, a Prairie has just about occurred.

That's a 1-C-0 for us continentals. Looking very British that one and makes me think of the legendary "Night Mail". The British locomotives were like their sports-cars; sleek and elegant whereas their German counterparts looked brutally efficient. I don't really know which school of design is my favorite, but I definitely appreciate your craftsmanship.
 
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