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

To accommodate complex paint schemes on some diesels, I 'unwrap by view' for the main parts of the body; sides, front back top, etc. If one does this carefully, it sure makes lining up any modified versions a breeze. It can be a pain getting all of the facing normals selected for the "snapshots", but it's worth it in the end. One thing that helps big time is going through and marking seams to separate the body into per-determined islands beforehand. A few dry runs to see how they will all fit in the texture spaces helps too.

While I use the Smart UV Unwrap feature on some things, I've found that just by marking seams and then simply hitting 'unrap' gives me the continuity in uv's required. For example, unwrapping a cylindrical object with Smart Unwrap flips face and scrambles the sides up. By marking the end seams, then one seam the length of the cylinder with the 'Unwrap' command, it will keep everything nice and tidy.

BTW, Nice models all.
 
To accommodate complex paint schemes on some diesels, I 'unwrap by view' for the main parts of the body; sides, front back top, etc. If one does this carefully, it sure makes lining up any modified versions a breeze. It can be a pain getting all of the facing normals selected for the "snapshots", but it's worth it in the end. One thing that helps big time is going through and marking seams to separate the body into per-determined islands beforehand. A few dry runs to see how they will all fit in the texture spaces helps too.

While I use the Smart UV Unwrap feature on some things, I've found that just by marking seams and then simply hitting 'unrap' gives me the continuity in uv's required. For example, unwrapping a cylindrical object with Smart Unwrap flips face and scrambles the sides up. By marking the end seams, then one seam the length of the cylinder with the 'Unwrap' command, it will keep everything nice and tidy.

BTW, Nice models all.
I mainly use multiple, single color computer-generated PBR materials for my meshes (e.g. via Adobe Substance or Quixel Mixer), And then place railroad logos, numbers, and other symbols or images manually onto it in blender (Without it actually being on the final texture). For those who use photo texturing however, this is a very good idea that will save lots of time. And I will try this.

what is that again?
It's an ATSF 2-8-2 Mikado, if that's what you were asking. BDAneal had one, but I wanted to make a newer, higher-quality, PBR version for trainz.
 
bandicam_2020-09-06_00-12-39-587.png

Amtrak EMD AEM-7
 
I mainly use multiple, single color computer-generated PBR materials for my meshes (e.g. via Adobe Substance or Quixel Mixer), And then place railroad logos, numbers, and other symbols or images manually onto it in blender (Without it actually being on the final texture). For those who use photo texturing however, this is a very good idea that will save lots of time. And I will try this.

Proper mapping is honestly one of the worst and most important parts of modeling. I wouldn't use single color materials as Trainz will give you errors if you do so or apply logos separately, as that adds extra images to the model which increases file size. I do what Bentrain14 suggests and map objects as I go, plus I reuse meshes whenever I can. It saves a lot of time in the long run.

Also to note: Personally I think Smart UV is an awful choice for anything cylindrical or complex in shape and no one should ever limit themselves to just one UV tool. Things like wheels, boilers, cylinders, air tanks, domes, etc tend to come out better by marking seams and unwrapping.

Packmaster really helps that much? Last time I (semi-manually) unwrapped a full mesh it took about an hour by hand, and it was only one FM container.

This map took me about half a day to do fully, mostly on and off work. I've never used any payware plugin for blender to speed up mapping, I've always used a mix of UV and smart UV to unwrap my projects. Sadly its just not an overly quick process.

LrfVwPh.png
 
I should clarify, and thats my bad. Whenever you have objects that you're going to clone, i.e. bolts, grab irons, piping, it's better to make one, map, and then clone it. Other objects that may need refinement towards the end can wait, but I'm having to go back and map multiples of the same thing. Just a process I'm learning works better and a little more efficiently for me.
Ah, but you don't need to remap multiple copies of the same thing. If you make (say) a grab rail and then clone it with ALT-D and not SHIFT-D you create a linked copy. UV mapping one of then automatically maps the others as well. If you've already created clones using SHIFT-D you can simply copy the UV map from one mesh to a copy by using CTRL-L and then 'Transfer UV maps'. Use linked clones as much as possible as you can also change the geometry of one instance and they will all change to match.
While I use the Smart UV Unwrap feature on some things, I've found that just by marking seams and then simply hitting 'unrap' gives me the continuity in uv's required. For example, unwrapping a cylindrical object with Smart Unwrap flips face and scrambles the sides up. By marking the end seams, then one seam the length of the cylinder with the 'Unwrap' command, it will keep everything nice and tidy.
True, but having jumbled up UVs is not a problem when using texture painting as the colour lands in the correct place anyway. Smart UV Project is indeed a 'quick and dirty' solution, but in conjunction with UVPackMaster Pro it works well enough and is very, very fast. It has two big advantages, firstly if all of the meshes are selected and unwrapped in one hit you know that at least you have reasonably sane UV mapping on all of the faces. When doing it manually it's easy to miss faces and then you wonder why the AO bake is coming out wrong. Secondly it tends to create more small islands which UVPackMaster Pro can then pack more efficiently resulting in a higher texel density for the map.
Also to note: Personally I think Smart UV is an awful choice for anything cylindrical or complex in shape and no one should ever limit themselves to just one UV tool. Things like wheels, boilers, cylinders, air tanks, domes, etc tend to come out better by marking seams and unwrapping.
I wouldn't only use Smart UV Project either, but joining islands together doesn't always give you better packing, it fact bigger islands may waste space. The thing with UVPackMaster Pro is it will tell you if the packing is better or not when you change something.
This map took me about half a day to do fully, mostly on and off work. I've never used any payware plugin for blender to speed up mapping, I've always used a mix of UV and smart UV to unwrap my projects. Sadly its just not an overly quick process.
I realise of course that some people will never pay for a Blender addon, but it comes down to how much you value your time. If you've never tried it then you'll never know if it will help you. Here's part of a UV map I did in about two minutes:

2020-09-06_141116.png


I can say with confidence that you will never, ever be able to replicate that in a reasonable time manually.

Paul
 
All this is becoming very confusing...:hehe:
But very nice model Ajrod1226. I'm now actually looking forward to your models.
 
Welp... I finally figured it out... The Skirting is now connected to the pilot steps that have been mounted to the pilot and pilot beam. And I'll be posting some WiP on my SP GS-1 as well.

Thanks,
Logan Thurman

SP_GS-3_Pilot.jpg

SP_GS-3_4-8-4.JPG
 
This is what the Frame looks like by itself. I'm going to merge the Cylinders to it once I get the drawing in the mail...(Will be taking forever from California...lol!)
SP_GS-3_Frame_4-8-4.jpg


Some of the GS-1 work I've done.
SP_GS-1_4-8-4.jpg
 
Alrighty, So this took me a while to do, but I think I'm satisfied with how they are. I built the 9x14 and 7x14 Journal Boxes for the 4 wheel trailing Truck... This is the National Journal Bearing Versions that were used when built before being replaced with the Southern Pacific Journal Boxes. I will be doing both versions.

Thanks,
Logan Thurman

Trailing_Truck.jpg
 
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