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

So Here's something that's never been done on any train for any train simulator... Operable Journal Box Lids... I wanted to go a step further in my model as to show what is capable these days with all the new technology in Trainz... Scripting has improved so much that now we can create scripts that can practically do anything I hope to get this programmed to work like I hope for Trainz 2019...

Trailing_Truck.jpg


New Key Pins have been modeled and dimensioned to the proper measurements.
SP_GS-3_Rods_Render.jpg
 
Thanks for the link, Logan. A very realistic model there. However, I'd watch that ploy-count before importing that into trainz, as it looks like an extreme amount of polys on that.

kcwright, Yep. Its a PRR A3 0-4-0.

 
I only have to watch the polycount if I was doing .IM files. .fbx doesn't have the same polycount limitations as I've tested it before in TRS2019. With my NP A-2 4-8-4. I made the poly count 30 times more than the recommended and it was operating smooth as silk on my decent laptop. the Wheels were way higher than what anyone has ever done and it was just fine.
 
FYI - you could import a 10 million poly asset in-game with no material, and it would likely be smooth.

Give it realistic texture and UV map and that's where things come crashing down.
 
Damn!~! That little 0-4-0 switcher is super cool. The Dispatcher and Chuck & Joe would certainly welcome it on some of my switching layouts. Any timeframe to completion?

Phil
 
FYI - you could import a 10 million poly asset in-game with no material, and it would likely be smooth.

Give it realistic texture and UV map and that's where things come crashing down.

^^^ Its all in the texturing


you could always make it a single color and call it the dull-light LOL
Understood now. Thanks for the clarification.

Phil, The mesh is just about complete, animations are 75% done, and NARM has a member who can do PBR texturing. So It should be done somewhere in late 2020 perhaps, but I never promise anything.

Speaking of switchers, here's another one of my (Less developed) creations: A UP 0-6-0...

pLNKdLi.jpg
 
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Well, I guess The Dispatcher will have to wait.

There's such an acute shortage of high quality switchers that The Management had to purchase a couple from overseas, ship them to the USA and Americanise them with air compressor, knuckle couplers and chime whistle. Here's one in operation:


The big steam locomotives might have all the glamour but in the yards (where the freight cars are collected from the shippers, built-up into consists, broken down into blocks of cars and finally delivered to the customers) we are getting desperate for motive power.

Phil
 
I only have to watch the polycount if I was doing .IM files. .fbx doesn't have the same polycount limitations as I've tested it before in TRS2019. With my NP A-2 4-8-4. I made the poly count 30 times more than the recommended and it was operating smooth as silk on my decent laptop. the Wheels were way higher than what anyone has ever done and it was just fine.

Its a situation of just because you can doesn’t mean you should. By modeling parts that will never be seen when the model is in Trainz, such as cutting holes in the driving rods, modeling bearings in full, the insides of a boxpox driver, etc just adds excessive amounts of polys, ends up causing you to use more textures as now you have to unwrap those parts which will never be seen. If I recall the trailing truck for your GS-3 was something around 1.5 million polys which although it may work fine in game does guarantee its compatibility with other users, who may very well find extreme performance issues or difficulty getting the game to even load the asset one it’s complete, as the poly count would be well into the tens of millions at that rate.
 
As a matter of clarification, although the 'trainzmesh'/fbx formats *can* support very high triangle counts, it doesn't mean that you should not work within the recommended poly counts for art for Trainz. There are still limitations on what game engines, and computers in general, can display. Especially when working in a scene of hundreds or thousands of other objects.

You can find our current guidelines here: http://online.ts2009.com/mediaWiki/index.php/Art_Recommendations

Now that's not to say these are hard limits, they're not. But you should aim to get as close as possible to them, as going too far beyond will result in players seeing poor performance. Although triangles aren't *as* important in gaming these days, they are still very important to keep under control. Too many in a scene can still cause performance issues. Remember, you aren't just modelling your locomotive to sit in a void with nothing else, it needs to be usable in a scene with hundreds, or thousands, of other objects. And if it is intended to be a 'period' asset (ie a steam locomotive in use during the steam era), then you need to expect users to place several of that object in the scene.

Also it must be noted that animated parts add a cost to performance. Animating small objects that users will struggle to actually get close to is generally not recommended, due to the performance cost of those animations. Additionally each separate animated mesh also adds a performance cost.

Regards
 
Dundun92,
That is a fine-looking engine. But, the yard boys must have really wanted to show it off. Just my opinion, but it is a bit on the shiny side. Of course it is new and right out of the box. It really looks cool :cool:, but I'd say it could use some grime, grit, and dirt to look at home on those western routes.

Really nice work!

Heinrich505
 
Dundun92,
That is a fine-looking engine. But, the yard boys must have really wanted to show it off. Just my opinion, but it is a bit on the shiny side. Of course it is new and right out of the box. It really looks cool :cool:, but I'd say it could use some grime, grit, and dirt to look at home on those western routes.

Really nice work!

Heinrich505
Thank you, Heinrich. I will take your advice and add some weathering to it.
 
A thing to remember is that blender is going to render the materials differently than Trainz, adjustments often happen after exporting.

Getting more progress on this amid work and college, engine exterior is done aside from a few minor details. Cab is underway as well. I can't guarantee total accuracy because of the complete lack of interior photos I have available aside from a brass model casting but it should suffice.

RgqJdmN.png


jqGfCuu.png
 
A thing to remember is that blender is going to render the materials differently than Trainz, adjustments often happen after exporting.

Getting more progress on this amid work and college, engine exterior is done aside from a few minor details. Cab is underway as well. I can't guarantee total accuracy because of the complete lack of interior photos I have available aside from a brass model casting but it should suffice.
Looks fantastic! Is this a model of one of those early ATSF articulated beasts?
 
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