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

This model is jammed pack full of goodness!

<<<snipped>>>

I've put a lot of work into this.

G'day!

It looks good Zeldaboy! My only nitpicking is that James' roadwheels are far too small as well as his leading wheels. I would also shorten James' headstock as it sticks out far too forward. :)

Cheers!

Jake.
 
I am aware of that, and have been looking at some reference images after I built the model. I can't fix the front because I already removed doubles, and added edge split. It would take quite some time to fix.
 
I am aware of that, and have been looking at some reference images after I built the model. I can't fix the front because I already removed doubles, and added edge split. It would take quite some time to fix.

I don't use blender so forgive me if this isn't doable, but, would it be possible to select all of the vertices of the front end and just push them back towards James' face?
 
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If Edge split wasn't applied then yes, it would, but after applying edge split, the poly's become disconnected.

Change your view to side ortho. In vertex select mode, click B and drag a box around all the vertices forming the front part that you want to move. This will select all the relevant vertices, whether connected or not, and you can move them in the Y direction.

Alternatively, simply do remove doubles again, and add a new edge split modifier.

Changes to the mesh will screw up your texturing so you'll have to redo the unwrapping and baking. This is one of the reasons why it's usually best to leave unwrapping and texturing until after you're completely happy with the shape and detail of the model.

R3
 
Indeed it does.
As for LoDs, try using a "Decimate" modifier. It's not perfect but it's the best way I've found to reduce polygons while saving mapping.
 
G'day!

@watemple



QR 2350 Class

@trainboi I wish I knew how to use LODs. :hehe:

Cheers!

Jake.
 
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Depending what program you use, I'm sure many of us could help. All it boils down to is you make multiple meshes, each with a significant decrease in polygons but as similar in appearance as possible, and then you link them all together with a .lm file(which is just another text file, but specially built for the purpose. It's not too hard when you reference the Wiki.
 
My latest work.
vxwrIPh.jpg
 
JAMES%20THE%20SPLENDIED%20RED-NERED%20ENGINE_zpsvpsy3zsv.png

Don't see rendered views from me that often lol.
Anyway, I fixed up a HUGE chunk of the model thanks to GDennish (AKA TomixNscale89). Took a lot of time to fix it up over the past 2 days, but I've achieved what I was going for. Now, to get to beta testing and finalizing the Locomotive...
 
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