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

Okay, just screw this "Baking Textures" crap. I've wasted another day doing everything shown in three or four tutorials to the letter and I can never come out with what I'm supposed to.


ULTRA Crabby Old Geezer,

Dave
 
@applegathc: Heh, you missed me by two weeks. I was up there for a conference at the end of June. I hope to be moving up there within the next year though (hopefully). I forgot how much Chicago meant to me. People tell me I'm crazy for saying that. That's another story though.

Here's the 2200 dressed up in skin; its just a place holder so I can get a good idea of where the windows and doors should be cut out. I like to think I've come a long way, but I still have a lot to learn about 3DS Max. When the exterior shell is cut out, I'll start prepping for the interior. This model has been on my flash drive for a while so I pulled it out today out of nowhere - I forgot I even had it (next to the BR Class 321 and a single Budd streamlined coach, this is perhaps my most 'complete' train model to date). I already have some preparations for a 5000 series model complete though.

 
This one is going to the download station; full 3D builders plate, created from the original 1926 B18 1/4 C.M.E Drawings; to create the first Queensland Railways B18 - No.84. Now to bake the textures in 3ds max, and export.
QR%20NG%20B18%2084_zpsqdcj7zuo.jpg

With Regards,

M.Gitsham
 
I don't think Ive even seen a loco or its paint job so detailed. Truly beautiful work there. Hope you can get it into a few screen shots sometime.
 
Sorry to keep hijacking the thread, but more progress has happened with the 2200. And I don't want to start a thread on this until I'm confident that this is 'release worthy' if it gets there. I've already had offers to beta test but it is going to be a while longer before its really even fully functional in Trainz apart from being rolling eye candy. I'm quite satisfied with how its turning out. I'm experimenting with reflective textures and the specular level. It just needs the doors (with animations), side fluting and a few more fittings added and then I should be clear for the interior. I had to improvise with the exterior rear, but if there are any issues with matching the prototype, it shouldn't be too difficult to change it.

 
I'm using a ray length of four feet at twenty samples.

I would experiment with a higher sample count using the GPU to perform the calculations. Blender now supports both CUDA and OpenCL so it will be worth seeing if you can get higher baking quality in the same time frame.

Jack
 
Proper stuff...It would probably be improper not to give credit to Andrew Brandon here, he did much of the more complex lining and all numbers/text...
vt_loco_by_trainboi-d917577.png

Still have some things to wait on, such as the name, a new dome wrapper arabesque(this one is wrong apparently) and the little frills around the lens cover on the front of the headlight.
 
Back
Top