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

Rumor, you certaintly giving my models a run for their money, how many poly's does that 105 have? Because some detail you've added, I never would dream of adding to my models, like some items on the desk (due to their texture and poly count!)
 
Hi WEN

The DMBS as exported (minus bogies, hoses etc) weighs in at 32,301 triangles, with three materials- 2x2048 m.tbumpenv for interior and exterior, and a smaller m.reflect one for the windows. I might lose some for the control desk and interior detail, but the benefit of doing it this way is that I've got a ready-made interior model when the time comes. Given how big the windows are, I decided that it would be wrong to skimp on polys inside, but it should be easy to lose a lot of these at the first level of detail.

Given that the current modelling guidelines suggest that 100k+ is ok for a loco at the top level of detail, and 30k for a coach, I hope I'm in the right ballpark with it. Even without LOD, and all the speedtrees in shot, performance seems acceptable with eight of the models in scene.

Cheers

R3
 
Hi WEN

The DMBS as exported (minus bogies, hoses etc) weighs in at 32,301 triangles, with three materials- 2x2048 m.tbumpenv for interior and exterior, and a smaller m.reflect one for the windows. I might lose some for the control desk and interior detail, but the benefit of doing it this way is that I've got a ready-made interior model when the time comes. Given how big the windows are, I decided that it would be wrong to skimp on polys inside, but it should be easy to lose a lot of these at the first level of detail.


So, we could be looking at 40,000 with bogies? My 502 weighs in at 33,000 with bogies, but I haven't added the smaller details, like pipes and the like, which is what I might do now.
2x2048 textures sounds a bit excessive, I've limited mine to 1x2048 and 1x512 (one for the interior and one for the exterior, which I plan to go down to 2048x1024), although I do have 11 materials on the DMBS. How does m.reflect work? Does it need to be bump mapped?

EDIT: Oops, sorry, I was thinking of m.tbumpenv which I've been eyeing up for a while and seeing if it is worth incorporating for some areas.

Given that the current modelling guidelines suggest that 100k+ is ok for a loco at the top level of detail, and 30k for a coach, I hope I'm in the right ballpark with it. Even without LOD, and all the speedtrees in shot, performance seems acceptable with eight of the models in scene.

Cheers

R3

Sounds good, then that gives me some inspiration to go out with mine a bit more. Do you have any tips on how to model the roof by the way? I seem to always build mine the hard way and I want to save myself time on the 503 (When I start it.)
 
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Hi WEN

40K sounds about right for the completed model, and I am intending to do at least 3 LODs. The guidance I'm following re re poly counts is here- http://online.ts2009.com/mediaWiki/index.php5/Modeling_Trains_for_Trainz (Not sure if you need to log in to the wiki in order to view?). I figure that multiple units are some way between coaches and locomotives so I don't feel too bad about being slightly over the guidelines for coaches at this stage. There are also quite a few hidden faces to be deleted, but I don't want to do this until I've finished the AO baking process since many are needed for this.

In my opinion m.tbumpenv is the material of choice for all rolling stock, because it is possible to have both matt and shiny surfaces in one material, and because it interacts well with the sky and world lighting conditions. This means that I can have have matt weathering on gloss paint, for example. I'm also experimenting with the normal map to see if I can get a slightly rippled effect on the metal panelling. I might be able to get away with 1024 x 1024 for the interior mesh- I'll see how it looks when reduced after adding the real textures. By the way, the interior is only the passenger compartment, and not the driver's cabin, because I want to use an alternative mesh/texture to simulate night lighting. I managed to get this working in my original Cravens model and think it would be nice to do the same on the upgraded version if it doesn't cause too much of a performance hit.

I'll still need separate textures for the alphanumbers, destination signs, set nos. and servicing days etc, since I want these to be changeable by texture replacement.

I made the roof using a subdivision surface modifier, with 3 or 4 subdivision levels applied, to a cube. The faces of the cube had been divided into four to give enough control points. I then manipulated the control points to get the subdivision surface to follow background plans, and just played around with it until it was right for half the roof. I then applied the modifier and deleted the bits that weren't needed, and then applied a mirror modifer to complete the dome. (I'm using Blender but I guess you can do something similar in 3DSMax?) This method is easier to do than to describe!

Your 502 is looking fantastic, by the way- great to see the blue/yellow version in the UK screenshots thread today.

Cheers

R3
 
Thanks Mick, and thanks for the help getting it to this state!
And yes, its a ALCO DL560, better known as the ALCO/DLW WDM2.
 
nkpberk.jpg
 
Der Amilok ist sehr hasslich...

Basic model roughed out, and some preliminary UV mapping and AO baking...

kmlhobliqueview41312.jpg


Blame btvfd for getting me started on this.

Regards,
MSP
 
Rural Station Building (wip)

Still a lot of items missing, like rain gutters, but you can see already what it might become...




Mick!
 
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