help with texturing blender

skol587

hey all I'm back
i know the basics of texturing in blender but i cant texture complex objects yet if anyone would like to help me with my project please let me know
flatrender.jpg
 
One method of unwrapping is to add seams. In edit mode, select a series of edges or vertices (not faces!) and hit Ctrl-E to bring up the Edge Specials menu. At the top should be "Mark Seam". Then, when you hit Ctrl-U and Unwrap in edit mode, it will break the mesh up in the UV editor based on the seams.

By the way, it looks like you are having issues with face normals (a normal is a line drawn perpendicular to a plane, or face, to show which way it points). I see this around the wheels where there are strange black spots. The way to correct this is to open edit mode, select all (A Key) and hit Ctrl-N to recalculate normals. Then, go to the editing panel (F9) and add an "edgesplit" modifier under "Add Modifier" and set the angle to 45. Do this with all objects and set them smooth in the same panel. Before exporting, select all objects and hit Alt-C, then "Mesh (Delete Original) to apply all of these modifiers otherwise you will have an issue with smoothing when you export to TRS.

Cheerio,
John
 
thanks zap and thanx john i guess i need to cut back the detail a little how could i cut the polys down without sacrificing detail
 
thanks zap and thanx john i guess i need to cut back the detail a little how could i cut the polys down without sacrificing detail

Start off with the requirements. In this case look at the CCG to see what they recommend. Have a look at other flat cars to see what the have used.

Cheerio John
 
i have started deleting the unseen faces and redid some of the bends in the piping that brought it down some a
 
ya i know just thought i would point out that handy tool
and do you have any suggestions zapperjet
 
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so i couldn't sleep so i worked on the flat car and i lowered it to the poly count to 78786 polys from a whopping 250,000 buy deleting unseen faces and using the decimate modifier.
 
so i couldn't sleep so i worked on the flat car and i lowered it to the poly count to 78786 polys from a whopping 250,000 buy deleting unseen faces and using the decimate modifier.

Get it down to 786 polys and it might even be useful. It really is better to start from scratch when building for Trainz start with a cube, get it to the correct basic slab shape, get it into Trainz then add detail using texture where possible.

Cheerio John
 
I can give you only one suggestion, but it only works in a few cases.

If you find that you have a loop of vertices that serves no purpose, then in edit mode hit Alt and select a vertex in the string (this string can be a loop too, this is considered an "Edge Loop"). This should select the whole string, then hit X, and "Edgeloop", the string should be deleted with the rest of the mesh remaining intact. However, this may not work considering you've now used the decimate modifier to convert the mesh to triangles. If so, then try selecting all and doing "Alt-J" to convert triangle faces to quad faces (if it's possible, that is, not all faces will convert).

Remember when modeling, unless absolutely necessary, do not use cylinders larger than 16 vertices, and at the most use 32 (say, for a boiler or very big wheel). Gauge the polygons based on the size of the object.

Cheerio,
John
 
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Have you managed to get the poly count down to something reasonable yet? I still think you'd be better off starting from scratch and building up slowly.

Cheerio John
 
ya i have i redid the cylindrical objects to use 15 or less faces like zaperjet told me to and it got it down plus i used the decimate command on all the objects that helped allot to
 
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