gmax vs Blender

srude

New member
Hello, all;

It was after I obtained 2006, several years ago, when I decided that I wanted to make my own content. So, I got myself a copy of gmax and a copy of the Content Creation Studio and suffered the pain of learning. That also involved Paint Shop Pro, which I used to create the pictures that I stuck to my models.

Working with gmax, I found it easiest to create individual pictures, selecting a particular face then applying the picture that belonged there. Using the UV unwrapping function, I was able to position the picture on the model face.

All that worked very well and I think I did a pretty good job of creating models that looked reasonably good on my little routes.

Then, along came 2009. After some difficulties, I got the application to run reliably. Of course, creating content is my game so, wanting quality, I abandoned gmax and turned to Blender. That entailed another bruising with learning a whole new way of doing things.

Not surprizingly, I tried using the gmax technique of applying pictures to models and, it didn't work. Finally, after several failures, I realized that I had to create one, big picture then, place the uv faces on it. Then, and only then, was I able to reliably apply the pictures to the models and have them stay where they belonged.

Now, I have my first high detail model, normals, included, courtesy of Blender.

And, so, having learned some things, I am off and running in the Blender/TS2009 environment.

All this proves, is that even us old geezers can still learn a few things.

Cheers,

srude
 
According to Chris the way Trainz works there is a performance penalty of 300 polys per object loaded and 200 polys per texture file loaded so by reducing the number of texture files to one you've actually increased the efficiency of the object. ie Trainz should run a little smoother.

Are you going to be nice and share your creations on the DLS? Just drag them onto the upload tab in TS2009.

Thanks

Cheerio John
 
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