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



More details added. Only problem is that I can't find much info on the brake rigging :( Oh well... Will have to do it later :)

Zec
 
Approximately 16-17 thousand (yes, thousand) polygons.

However, there's two factors here.

First, I have yet to do much poly reduction on some parts, as well as removal of hidden faces. So this is set to drop first...

Second, the wagon WILL have LOD meshes. Much of the fine detail will go within 1 or 2 LOD's, with a 3rd (and likely a 4th) LOD to reduce the rest of the detail.

However, it's likely that there will be more detail added once the model is textured. I intend on putting 3D rivets onto the body at the highest LOD level(s). I'll be attempting to at least halve the poly count on each LOD. If I can safely (without too much visual 'popping') remove more, I most certainly will...

As always, if you want detail, you need to make sure you make the model efficient in other areas (such as textures and LOD - this model will hopefully use just 2/4 'textures' - the diffuse map, the 'env' map (alpha channel), the normals map, and the specular map (alpha channel)).

Zec

Edit: In regards to beta testing, I'm yet to finalize what will happen here. I do have a few people in mind to test them, however I'm not 100% sure yet... Also, for those who think the model looks a bit cluttered... Well, it is. Another part that will 'adjust' the poly count is that there are a few 'duplicate' details. For example, you could never have both the shunters step (and it's appropriate handrails) and buffers. Hence a version with buffers loses these. Some version had different positions of lashing rings, etc, etc. I've basically build the whole basic set into one model. My plan is to place the whole lot into 1 texture map, texture the whole lot in 1 go. Then, once done, I can split the models, bake the shadows, and then 'finely' detail each version (e.g. some had extra plates welded on, plus different lettering styles, that sort of thing).
 
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Hey guys! here's my progress:
52058114.png

mikey186201101140011.jpg


That i call it is Princess Peach's Castle. It's still in progress, but the problem is with the facing, i'd done that in Blender. Note that im just a beginner on blender, but im starting to get good at it, once i got the skills, im ready for the next level.
 
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G'day Zec,

...you wrote...

..."...Only problem is that I can't find much info on the brake rigging..."...

...but there is an excellent image of an upside down GY in the various other images related to this vehicle on Mark Bau's website (you will know where to look), which shows the arrangement very clearly (except for one small detail that I am unable to fathom). Unfortunately, despite looking through my various reference material, I am unable to find any thing else that might shed some light, for you (other than my own personal experience)...

...I also notice that you have none of the handbrake rigging on your model, either. This can be even more clearly seen in the image noted above, as well as in the reflection of the actual HO scale model of mine to which i added such 'equipment' that I made some years back, now...

K9_01.jpg
K9_01.jpg
...the image of which can be found in the appropriate post in the Victrainz "Model Railways" forum thread...

Jerker {:)}
 
Actually, the rigging is there, just in shadow ;)

The I/IA wagons had a completely different brake rigging style to the GY's (I's use the same shoes for both the handbrake and the air brake; the GY's use 2 shoes on the 'inside' of the wheel one one side to apply the handbrake, and 4 'outer' shoes for the air brakes), hence not being able to use it as a guide, since it's a different setup.

The handbrake rigging is easy to (this one will actually be animated, via script), it's the airbrake rigging that I'm struggling with. Anyway, that's not the important bit right now :)

Zec
 
Vary nice Iceman...;)

Today, I found an old disk "Trainz Content Creation Art Source" in my box of software and found all sorts of goodies that have been forgotten. Here are images of the meshes that are included in the disk.
They included almost everything back from the good days of Trainz it seems like, objects, rolling stock, sounds, and even un-released items. All 3d meshes are in Project format for Gmax and 3ds Max 5.

(They no longer sell this item on the Auran store)

Hot Rod Mesh (Gmax)
Hot_Rod.png


Santa Fe F7 B Unit (Gmax)
B_Unit.png


DD40ax UP (3ds max 5 only) This one proved to be vary hard to get max 2011 to open the file.
dd40ax_UP.png
 
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