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

Thank you for being so open with the details. The effect you achieved is one of the best I've ever seen, I really hope it translates faithfully to how it looks in Trainz. As you say, it doesn't always work that way.
 
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")...

Jerker {:)}
e6664bab9d3088b9e644fb8368562c94.jpg

This is "udderly" disgusting! Who in their right mind would create a bunch of sh!t like this and put it on the DLS? :hehe:

I'll put a few more variations together and upload them later! Perhaps with fly sound (if I can find something).

JUST NO ONE GIVE ME ANY BS ABOUT THIS!

I'd never thought of making anything of this sort for trains... first deer blinds and now first in cow patties! Next a cow pattie bingo field?

Dan
 
G'day Dinorius_Redundicus, btvfd, nzld & dericm,

@ dericm,

...that's superb work, Dan and in such a short time. Now, all we need is a cow with it's tail raised (but I'm not expecting you to create that 'just for me'). One thing that does concern me, though, is the colour of your cow pats. I would expect them to be a "greenish brown", where yours appear to be a "purplish brown". I do have one question for you, too. Who's cows are those ones you have used in your image? I do not believe I have them in my TS12 'collection' and cannot recall ever seeing them on the Download Station (otherwise, they would be in my 'collection')...


@ nzld,

...your wait may be shorter than you think...

@Dinorius_Redundicus,

...as I now have the asset in Trainz, Deane, working (as much as it does any kind of 'work') as I want it to do. I must confess that I am not entirely happy with the way the Jet Engine renders the material (it's a little darker than I would like) but I have no other real complaints and I am happy to leave it that way...


Milking_Shed67.jpg



Milking_Shed68.jpg


...but it does seem to depend upon the sky being used. If you are happy with this, I will go ahead and upload this one (along with the two other medium sized sheds still outstanding from the "set") for approval...

...by the way, I do apologise to the 'moderator' of this thread for including images that are strictly not to the 'code' required or in the "spirit' of the thread...

@btvfd,

...thanks for those videos, Squire. They are a bit late to change my thinking as to how the "platform/Parlour" ought to look (although I was trying to model an 'early" design) but your first video, being as it is of a Dairy farm from Ayrshire (which, I believe, is located in the UK), does confirm my suspicions about 'getting it right' for that country's practises...

Jerker {:)}
 
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G'day Dinorius_Redundicus, btvfd, nzld & dericm,

@ dericm,

...that's superb work, Dan and in such a short time. Now, all we need is a cow with it's tail raised (but I'm not expecting you to create that 'just for me'). One thing that does concern me, though, is the colour of your cow pats. I would expect them to be a "greenish brown", where yours appear to be a "purplish brown". I do have one question for you, too. Who's cows are those ones you have used in your image? I do not believe I have them in my TS12 'collection' and cannot recall ever seeing them on the Download Station (otherwise, they would be in my 'collection')...

Jerker {:)}
DLS cattle / cows... There are more, just search "cow" then use these kuids and the others that follow.

Cow friesian 01a,<kuid2:68213:36009:3>

R4P Ayrshire Cow 01a,<kuid:198760:100451>


Here's the poop...
MTR Cow Pattie 1,<kuid:404894:100936>
MTR Cow Pattie 2,<kuid:404894:100938>
MTR Cow Pattie 3,<kuid:404894:100939>

Uploaded to the DLS.

All in a little different color, shape, & size.

Alright, time to work in the garage in the 20 degree chill.

:)
 
jerker

Nice model. The darkness in the stainless material looks like it might be due to the black areas in the env_metal.bmp texture. Maybe try reducing the contrast of this to make it more dark grey, rather than pure black around the edges? Alternatively, read up on t.bumpenv and control the shine through the alpha channels of the diffuse and normal maps?

R3
 
Yup glad to help anyway I can and outstanding work to everyone on the MILK project.
Thank you all for sharing.
Jim
 
Hello guys ! )

Nice creations you are doing all.


Since some months, I've worked on an electric locomotive, the CC-6500 series, of the French railways.
the service of that machine started between 60ies and 70ies and it towed some prestigious french trains of that time, like the Mistral, the Capitole, at 200 km/h. That machine was even used to tow heavy goods trains, due to its powerful motorisation (5900 kW, app. 8000 HP). The design of that machine was drawn by Paul Arzens, a french designer.





These machines used an old traction system, with shunt and rheostats system. To use these machines, drivers had to know them perfectly to prevent problems of catenary breaking and things like that. Like some old drivers said, it was a good material for learning.




In 2007, due to the lost of the "freight monopoly" by the french railways, these machines were scrapped, except 3 or 4 that were conserved by associations, who sometimes, make a ride with it.




As you can see, I've assembled all the parts, (bogeys, and pantographs)
to see the result. For the moment, I haven't finished, with school and all that, I'm occupied ))




I work on two 3d programmes : sketch up, for the modelling, and 3ds Max for texturing, helpers placement and animation and exporting on the game.


Hope you'll like it )
 
@Dinorius_Redundicus,

...I must confess that I am not entirely happy with the way the Jet Engine renders the material (it's a little darker than I would like) but I have no other real complaints and I am happy to leave it that way...

...but it does seem to depend upon the sky being used. If you are happy with this, I will go ahead and upload this one (along with the two other medium sized sheds still outstanding from the "set") for approval...

Jerker {:)}

Ooh my god, that's a lot of responsibility for me. So here are my comments;

The metallic railings look excellent as they are.

The reflection on the metal tanks looks like it's upside-down i.e. the dark ground part is on top and blue sky reflection on the bottom. I'm not sure how env_metal.bmp works, but it might be worth inverting that image and see if it puts the sky at the top and ground at the bottom. I've never done it, so it would be an experiment.

Looking at the tanks from that angle makes me think they could do with a few more sides in the cylinders. Of course it will increase the poly-count a bit, but I presume an LOD system will easily compensate for the extra 'fat' in the high-detail model (hey, another dairy pun). These are just suggestions; if you uploaded the asset as is, it would still look superb.
 
The reflection on the metal tanks looks like it's upside-down i.e. the dark ground part is on top and blue sky reflection on the bottom. I'm not sure how env_metal.bmp works, but it might be worth inverting that image and see if it puts the sky at the top and ground at the bottom. I've never done it, so it would be an experiment.
Dino, what env_bmp or tga are you using if I may ask? If it is this one or similar, btw, these images below are all JPGs as BMP or TGA file types do not load into this forum:

env_metal.jpg
env_metal1.jpg


Have you tried, instead of the env. texture you use (the ball with sky blue, white and other darkish etc. colours included), to use a different environmental texture, like:

cokecan.jpg
a coca cola can top, which is metallic only, try it. Or mix/splash other colours into it but not blue or use just a grey scale one (black/grey/white). Or modify the env_metal.bmp/tga texture to something like this:

env.jpg
with a bit of extra colour like brown and reddish or other colours in it, depending what needs to be textured. Or a plainer one:

env1.jpg
If this one is too dark, it easily can be brightened more.

What I use one any of my chrome railings, stainless steel etc. parts, check some of my SCT Classes/LDP Classes locomotives and others to see how this looks, is this one below:

env_metaly.jpg
which I modified myself but this can be modified further with more or even less grey/black streaks in it. Or this can be made brighter or darker, as required.

These above textures are JPGs, they can be only 64x64 pixels in size but can easy be changed to BMPs or TGAs, whatever floats your boat. What you have to remember is, the SKY IS NOT reflected in your metal parts, it is the environmental texture YOU place on these parts, that will be seen and is reflected. Hence, you remove any blue from your environmental texture map, NO MORE BLUE and NO MORE SKY on your metal parts. EXPERIMENT!

All these above textures can be used by anyone.

Cheers

VinnyBarb
 
G'day rumour3, Dinorius_Redundicus, Vinnybarb & dericm,

@Dinorius_redundicus, Vinnybarb & rumour3,

...thank you all for your positive comments and suggestions. I have taken them 'under my wing' and although I have never been able to successfully make use of integrated Alpha Channels, I spent the early part of this afternoon searching the web for an alternative to the "Env_metal.bmp" file. I found this one, eventually...


Env_metal03.jpg


...which, although somewhat 'dark' overall, has less opaque black in it and matches closely the ones shown by Vinnybarb (all other settings are unchanged). This produced the following result in Trainz...


Milking_Shed69.jpg


...which, I believe will assuage all your 'fears', Deane, although I have discovered that a lot depends upon the angle at which the material is viewed (as will be noticeable from the following image)...

@ dericm,

...as it turned out, Dan, I did have those cows in my "Collection", already but as you can see...


Milking_Shed70.jpg


...for reasons I have yet to determine, they show as being a totally different colour of brown than yours (and that confused me). By the way, as of this writing (0030 hours local time 15/01/15), those "cow patties" are yet to make the 'listing' on the Download Station...

Jerker {:)}
 
@Jerker

You might try in Edit UVW" to rotate your env texture 90 degrees to get horizontal stripes. These might look more appropriate for tanks standing upright as these are build with horizontal strips/rings of metal. Plus, you can always increase or decrease the area of the env texture to texture when "Editing UVW" to get a bigger or smaller area of the env texture placed on to these tanks.

Btw, where does an integrated alpha channel come into env texture maps? These are only 24 bit TGAs or BMPs with no alphas, if you want any sort of transparency on these when placing on objects, this is easy done in the Blinn Parameters in the Material Editor by reducing transparency from 100% to somewhere around 50-70% or so, as needed of course. That is in GMax and 3DS Max (I use 3DS Max).

But I guess, you knew that already, inserted here in case others did not know :hehe:.

Cheers

VinnyBarb
 
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