US Cars of the Past

LWVRR

Banned
I feel there is one niche that still needs to be filled in the Trainz world and that's making a fleet of cars from the past to use on dated layouts. We are in desperate need for US cars from the 1940's through the 1960's. I would like to try my hand at this.

There has been two types of car creation...
1. Take an existing 3d model and adapting it to Trainz. The problem with this is... There are only so many free 3d models out there to work with. An you need some strong modeling skills to create a model yourself.
2. Make a general 3d car form in Blender and texture it to the model you want. Adjusting the vertices (shape) as you go along in your creation.

The 2nd idea seems easier to me! Does anybody have any thought or ideas on this subject? How would you make a car?
 
Either way I say go for it, we need some classic (as well as modern) vehicles.... If it helps any, Ive got a white 66 mustang to grab textures off of (Photos and such). If theres anything you need in the ford catagory information or part wise, Im your man!

cheers
 
List

My thinking at this time is to make full size cars from 1960 to 1970 for starts.

Chevy: Impala/Belair
Ford: Galaxie
Pontiac:Bonneville
Dodge:Polara
Plymouth:Fury
Oldsmobile:88/Cutlass
Mercury:Monterey
Buick:Electra

In my younger days I spent a lot of time building these car models. Maybe somehow it will help me create them for Trainz.
 
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We could use a Ford stationwagon or two, there were a few of those knocking about
round here in the 70's. (shipped in by the guys in the USAF who were stationed at the bases near here)
 
Calling on All Car Creators

I see that this thread as already died a quick death. My intent for this thread was to get insight from other content creators that have created cars/trucks. Maybe there is a technique that I don't know about. Are there are any creators out there that would like to share the techniques on car/truck creations in Trainz?
 
I guess I'll let this idea die, nobody really wants to talk about the topic anyway.
If it doesn't involve yelling at a gimme pig or yelling at somebody that is unhappy with Trainz, nobody interested. :eek:

This place really has changed.
 
You do perhaps need to be a little more patient.

A lot of creators don’t use the Forum every day, so you really shouldn’t expect a response within 24 hours.

I know that many have ceased making stuff, or have moved on to other sites and/or software.

However, that does present an opportunity to those who have never built stuff before, to learn and fill the gaps left by the old guard. The freeware tools are out there.

Here are a couple of video links illustrating scratch car builds in gmax and Blender which I found with a 10 second Google. I know they are not the car type you are looking for, but it does illustrate the principles involved.

I think research and tutorials are probably your best approach.

Although you're very likely to get help on a particular element of model building, it’s pretty well impossible for anyone to guide you through the whole process via a thread discussion on the Forum.

http://www.youtube.com/watch?v=1Dxa3AQCA8I

http://www.youtube.com/watch?v=2QkocH3F_GY&feature=related
 
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A start

Here is a start. In Blender... I took a side picture of a 1965 chevy Impala and extruded vertices around the outline of the car. Then I extruded those vertices out to make the main body. Now I have to figure out how to do the sides.

blend1.jpg


I hope to hear from other Blenderheads on thier thoughts.
 
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Hi LWVRR

The trouble with those beautiful pre-made models is usually their extremely high polygon counts. I suspect it's because they come from specialist design programs like AutoCAD and so forth and were never meant as incidental scenery in a dynamic world game. Culling the meshes to a more Trainz-friendly level must be quite difficult because the few attempts I've seen didn't succeed.

Therefore, my advice would be to continue trying to make the cars yourself. Extruding a side view is frequently the place to start, but the real challenge comes in making all the surfaces curve to the actual shape of the car as seen from any angle, and to do that without blowing the polygon budget.

There's no doubt, cars and similar curvaceous objects are difficult to model well and would not be my choice while still learning the modelling program. Hone your skills on simpler objects first.
 
After giving it a few tries I believe there is no easy way to mass produce the car models. It's to bad too because these cars are really needed in Trainz. Perhaps a group can be formed someday to tackle this problem.
 
Yeah I agree. I think we've been down this path before haven't we, and if I recall correctly, we came to the same conclusion. Each car is a sculpturing job in its own right; they don't lend themselves to recipe-style mass production (unless you think that flat-sided blocks with a car-like profile are any good).

Having said that, there are a few general strategies that I learned the hard way when making vehicles. The bold highlights below are specific gmax terms for the mesh operations you need to master;

- If starting from a side extrusion, specify enough width sections to allow you to shape the mesh as viewed from the front/back and from the top. I usually found that I needed 6 to 8 sections across the width of the vehicle (ie. 3 -4 sections on each side of the centre line) to curve the roof, hood and trunk. Don't overdo it though, because too many vertices will drive you nuts as well as inflate the poly count.

- Take advantage of symmetry. Make only the left or right half of the vehicle first. When you're satisfied with the shape, clone and mirror it, then check for and correct any flipped normals resulting from the mirror operation. Join the two halves by first attaching them together then welding all the vertex pairs along the centre line. The benefits are that it will automatically halve the number of operations needed to tweak the shape, and it will ensure that not only the vertices, but also the pattern of polygon edges (both visible and invisible) is the same on both sides. It means that further operations such as texturing and especially bevelling and Boolean cuts will not produce unsymmetrical results (as sometimes happens when you make the whole mesh in one hit).

- Don't always try to make the whole vehicle from one 'block', some are too complex for that to work. For vehicles with anything but the most boxy shape, it's better to assemble them from separately made sections. For example, you might make a car's body as a lower and upper half, then put a canopy on top - this allows you a bit of freedom to curve the sides of the car. The various parts have to be attached and/or welded together to ensure texturing works seamlessly over the whole vehicle.

- Things such as wheels, side mirrors, fenders and so forth are better done as separate objects but they don't have to be welded or even formally attached to the main mesh, just placed in the right position.

- Remember that good photo-textures will make up for lack of detail in the mesh. Reproducing everything to the nth degree with the 3D mesh is a big mistake and will cause you, as a modeller, and the end-users a lot of grief.
 
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You make it sound so simple!

If I remember correctly, there was a problem switching from Gmax steps to Blender steps. I will revisit this again. Perhaps after I'm done with the Laurel Line Project.
Because... Trainz Needs Carz!
 
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