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

Uh guys after much discussion on another thread I poured over inch of the Google page. Yes if your using the free version of sketch-up then you can not sell your content. How ever, if your using the pro-version than you are able to sell your content. Google started this project for the entire 3-d community, not just trainz. It was also created for business's to be able to show their customers their location in a easy to create 3-d environment. Mainly it was created for people to have fun with.
 
I have finally gotten started on the LACMTA rolling stock project, it will be done using Sketch Up and 3ds Max to finish off, first i have a shot of half a Blue Line car that is in the works.

SketchUpProgress2.png
 
I have finally gotten started on the LACMTA rolling stock project, it will be done using Sketch Up and 3ds Max to finish off, first i have a shot of half a Blue Line car that is in the works.

SketchUpProgress2.png

Good work, but one thing, once it's done, couldn't u use RubyTMIX to export to trainz directly?
 
It's more like texture and a couple of last minute edits, but I could do that. However, it's gonna take a bit for it be completed, maybe a week or two.

Ah, cool! As u know, I lived in Santa Monica, Ca, and I'd been riding on the blue line a few times (not this year yet, because of concirns of bad/crazy people on the prowl since the line runs in the heart of the gang territory). But anyhow, I might have the textures and the horn/engine sound from me and some I've uploaded to the dls years ago. If u like, I'll help u wih the project.
 
I have finally gotten started on the LACMTA rolling stock project, it will be done using Sketch Up and 3ds Max to finish off, first i have a shot of half a Blue Line car that is in the works.

Oh, sorry to ask, do you have a copy of the diagram I may use? I might have a go at these cars myself for personal use. (Unless I get enough demand to release them)
 
hi

Hi, this is a Job of a Poly reduction in 3dmax09 for the NZLD user, they bought this model from a 3Dstudio.com so the original model have like you can see in the images 219.700 polys of course not good for any game at all, in the other image you can see the final result of a poly reduction of that model to only 36k polys they show in the image the polys to, they now have 15% of the original polys and acceptable for make a drivable car in trainz. Of course if you have a already low poly model very optimized you cant reduce more the polys whit this tools and the end result is a destroyed mesh.
arraial

original
47f0c776fd56708db1d6891232811db8.jpg

poly reduction
740e69274f46c83c37b17306841b9cb6.jpg


some renders of that model - scan line render
4ce27a496d54a9907b8ba8c93a03876f.jpg

Vray render
6e36e74634d5c96e37fe30effd3e9988.jpg
 
All of these super high poly objects show both the basic ability of the builders as well as the static rendering capability of Trainz. The details are amazing and would look great in any diorama.

But this is a train simulator and I think most people actually expect to be able to drive a route with reasonable FPS numbers.

I think what will separate the men from the boys, so to speak, is when they produce the same result in a low poly version. Just like in the days when producing small and efficient code was the sign of a master, the same today with 3D objects.

Now that we have seen what the high poly versions look like, how about showing the more efficient versions that can actually be used?
 
h

This is a Job of poly reduction of a model of a client, they do not pay me to re texturing him setup him and punting in Trainz Game to show here the final results to you, the intention is show the power of the modifier multires inside 3dmax program.
So.. as the Client gonna make all this job itself, you must ask him to show you the final results.
They are selling locomotive models in sites whit 50k and 75k polys i in the States and you insinuate here 36k polys for a drivable vehicle is to much? :wave:
arraial
 
I think what will separate the men from the boys, so to speak, is when they produce the same result in a low poly version. Just like in the days when producing small and efficient code was the sign of a master, the same today with 3D objects.
This.

My wife works for Blizzard Entertainment, which is a very successful game developer here where we live. They have hundreds of 3D graphic artists working on assets for their various games. Having listened in on conversations that the artists have had (at social functions, etc.; I do NOT work there myself...:)), when they are doing peer reviews, or interviewing new candidates, one of the key criteria they look at isn't how wonderful you can make any object, but how incredible you can make it look with a minimum number of polys. Even with the graphics engine optimization code they have (which, mind you, for a game like WoW is NOT cutting edge), they are constantly saying "OK, looks good... now give me the same thing with 500 less polys, and make it look even better."

My understanding is that the pressure on the artists can be... shall we say... intense there to achieve more with less, esp. when you are looking at a game whose art assets take up a huge amount of space on your HD, and when they are pushing patches, etc. As Martin says, and I agree wholeheartedly, the real measure of quality is in how well it can be made to look without extruding every wire in a mesh. ;)

Regards,
MSP
 
This is the type of 3d model who gives me good money at 3dstudio.com i made this one 3 years ago and take me allot of work to made them they have 960 000 polys, to the guys above i can say if i put in there a very sheap good looking low poly model you sell nothing even free they dont whant then, so i have no many interest in low poly models only for fun inside games. So you guys is better starting to make your own low poly models in order to have very good frame rates for yourself.
arraial

http://www.the3dstudio.com/product_details.aspx?id_product=453679

33751012b68a04a370a9564a507d45d1.jpg
 
Back
Top