Using Blender for the first time! Need Help!

AppleDash22

Autistic Railfan
I just got blender 2.70a and I have no idea how to use it. I want to start modeling the Frisco lightweight passenger cars in the red and silver scheme but I don't know how big the size the default view is. I also can 't see the length of the model and the tutorial from http://www.44090digitalmodels.co.uk/tutorials/blender1.html isn't very helpful. I hope to make a bunch of American Rail Equipment with Blender but for now I can't do a sausage. Please help me. :confused::confused::confused:
 
i had grand dreams like that too lol...got blender and nearly choked when i saw all the buttons and whistles...its a great program (so ive been told lol) lots of suggestions from guys on this site..best one i read is.."its a huge learning curve..but doable..and start small..like a street sign.". lots of tutorials out there for the older versions.. i would start with them, using the older version blender first..
 
To add to the above, if you use tutorials from an older version of Blender (like 2.49b), try to find ones that have keyboard shortcuts. Most of the keyboard shortcuts translate to the newer versions, even if the UI does not.

Kieran.
 
Try this:

http://forums.auran.com/trainz/showthread.php?104706-ABSOLUTE-BEGINNER-BLENDER-FOR-TRAINZ

Some of the pages on Cayden's site were out of order, but they may have been fixed, and, as far as I know, pertained mostly to the more advanced topics. Remember that, generally, the key to good content is the use of textures made from photographs, and good-quality ones especially.

If you do better with video tutorials, here's how I learned it:

http://forums.auran.com/trainz/show...r-TS12&p=970575&highlight=tutorial#post970575

Franky, I think the difficulty of learning Blender is way, way overstated. No doubt, to learn it's most advanced features and tools - the ones you will probably need to make locomotives and rolling stock - takes a lot of time and dedication, but to get to a basic level of competence really doesn't take very long at all. And once you've reached that level, you know you can do more advanced stuff.
 
When I first started blender about a month or so ago. I jumped right into making Frisco 1522. Wasn't hard to figure out.
 
Though I use Sketchup for my model creating, I use blender for finalizing stuff. When I first started content creating last year, I could only use sketchup because I did not have a clue on blender. I've learned through trial and error how to use blender efficiently, and once you get the hang of content creating, it's not that hard.
 
Try this:

http://forums.auran.com/trainz/showthread.php?104706-ABSOLUTE-BEGINNER-BLENDER-FOR-TRAINZ

Some of the pages on Cayden's site were out of order, but they may have been fixed, and, as far as I know, pertained mostly to the more advanced topics. Remember that, generally, the key to good content is the use of textures made from photographs, and good-quality ones especially.

If you do better with video tutorials, here's how I learned it:

http://forums.auran.com/trainz/show...r-TS12&p=970575&highlight=tutorial#post970575

Franky, I think the difficulty of learning Blender is way, way overstated. No doubt, to learn it's most advanced features and tools - the ones you will probably need to make locomotives and rolling stock - takes a lot of time and dedication, but to get to a basic level of competence really doesn't take very long at all. And once you've reached that level, you know you can do more advanced stuff.

Thanks. I actually learn better by watching videos rather than reading about it. Since the version of Blender is close to the one I have in the second link (I have version 2.70 while the video is about Version 2.66) I think it won't be too hard to start on a Billboard for my Missouri Mega Route. (Hey! I'm Autistic. I love big things.) :D:D:D
 
Appledash,

First, Blender uses its own internal unit, called the Blender Unit, to measure distance. Torsten, who wrote the exporter has set the Blender unit to deal in meters. I'm not sure how he handles imperial measurements, because it's never been an issue for me, since I'm comfortable working in Metric.

Your goal of making Streamline SLSF passenger equipment is noble, but I'd submit you're probably not ready to do that just yet. I'd suggest you go to one of two on-line courses that teach Blender: James Chronister's high school level course (syllabus available at <http://www.cdschools.org/Page/455>; companion videos available at <http://4chron.home.comcast.net/~4chron/CDCADTutorials.htm>, or Neil Hirsig's college level course, offered through Tufts University, at <http://gryllus.net/Blender/3D.html>. While these were either unavailable, or maybe I was just unaware of them when I started Blender 6-3/4 years ago, I did start with a earlier version of the Wikibook <http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro>, and after working through the first 3 or four projects in the book, instead of making the models in the book began making rail related assets of similar complexity and incorporating similar principles as the project directed in the book. Which ever you do, a passenger car is a detailed and complicated project, and while I have no doubt that you could use the Frisco streamlined cars as your first project, I imagine that you'll find it much less aggravating, and you'll make faster progress if you learn to use the tool first.

Once you've mastered the tool, I'd start by making simple rail assets, for example, the step stool used at stations where there was a typical low level platform, progressing next to something like a baggage cart, and an small yard structure, like for electric distribution, or storage of explosives (fusees and torpedo signals were both dangerous, and stored in strong buildings to help keep fire away from them, and to control the blast if they should detonate accidentally). Then I'd progress to more advanced structures (the station at >your favorite SLSF locaton<), or the general store that stood at some crossing, where the crews, when they could make up an appropriate excuse would make an unscheduled stop and get one of Mrs. Baker's prize blueberry pies), then a freight car, and finally a passenger car. Once you have created these other types of content in Blender, the passenger car will seem almost (though not quite) trivial. BTW, if the SLSF streamlined cars you want to model were Budd built (and therefore fluted), my first passenger car would be a smooth sided car.

There are several blenderheads active in the Trainz community, you can consult if you run into problems.

Further, as far as video tutorials, there is a whole horde of them out there. First place is to check is the Blender website under the support item, <http://www.blender.org/support/> where you will find a link to official blender tutorials. Other tutorials can be found on Youtube, Vimeo, and other video hosting sites posted by Blender Sensei, Blender Guru, Blender Cookie, Ben Simonds, Blender Nerd, VScorpionC, and many others too numerous to mention here. But be advised these will be useful for learning about Blender, and not so useful for learning to make Trainz content. In fact, the only tutorial I know of that is of much utility specifically for Trainz is one by Jonathon Williamson (on CGCookie) about modeling a shipping container.

I would note that much of the content of Blender is not directly useable in Trainz (Trainz has its own lighting, rendering, and world settings, for example, and has no use at all for Cycles materials and nodes, unless these are planned for release in T:ANE or a successor, and have not yet been announced to the general community), and thus a good number of the tutorials are of minimal use, too.

ns
 
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Though I use Sketchup for my model creating, I use blender for finalizing stuff. When I first started content creating last year, I could only use sketchup because I did not have a clue on blender. I've learned through trial and error how to use blender efficiently, and once you get the hang of content creating, it's not that hard.

Okay the think with Sketchup is that when I went to the main site I was told I had to pay for the program or use a free trial. I don't have a bank account or debt card (Even though I'm 20 years old) so I can't buy the program and even if I could it cost way too much money.
 
Download the free trial. Once you do, try and make something simple to start out with, like a simple house, or a billboard to start. Sketchup IS easier to use, but be warned that you have to import your train model into Blender to add attachments and finalize your model. Here's GDennish's (AKA TomixnScale89) tutorial on Sketchup to Blender Tutorial:
 
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Do not use Sketchup under any circumstances. It's not really suitable for making game items. It doesn't seem to be any easier to learn, either; you can probably become basically competent in both Blender and Sketchup for the same time investment in learning. At least with Blender, you can make more efficient models and do more advanced modelling. Sketchup can't even handle attachment points.

Plus, Sketchup has such a bad rep, a lot (if not most) people around here will avoid items made in Sketchup regardless of their quality.
 
Blender links

Do not use Sketchup under any circumstances. It's not really suitable for making game items. It doesn't seem to be any easier to learn, either; you can probably become basically competent in both Blender and Sketchup for the same time investment in learning. At least with Blender, you can make more efficient models and do more advanced modelling. Sketchup can't even handle attachment points.

Plus, Sketchup has such a bad rep, a lot (if not most) people around here will avoid items made in Sketchup regardless of their quality.
Totally agree with RRSignal on this:
Do not use Sketchup under any circumstances.​
It is a waste of your time, especially if you eventually want to do some serious modeling.

Let me put my standard "Blender link spam" in here. These are the links I used to learn how to create my first assets:

Blender WiKi:
http://wiki.blender.org/index.php/Doc:2.6/Tutorials
Blender export guide:
http://www.mickberg.com/blenderexport1.html
Trainz tutorial for Blender:
http://en.wikibooks.org/wiki/Trainz/...al_for_Blender

Blender 2.6 tutorial on UV-mapping:
http://www.youtube.com/watch?v=obB9T3jXlak

Most usefull "tutorial" video (in 2 parts) I could find, coincidently about a train related topic:
https://www.youtube.com/watch?v=sROnLfkPgzA
https://www.youtube.com/watch?v=cyJQ99I5yUw
Not for Blender 2.7, but really usefull: key-combinations needed are shown in the video!
Tip: Put it on pause and rewind a lot after you have seen the movie in total.
For future questions related to content creation, please use this forum:
http://forums.auran.com/trainz/forumdisplay.php?12-Content-Creation-Support
 
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Do not use Sketchup under any circumstances. It's not really suitable for making game items. It doesn't seem to be any easier to learn, either; you can probably become basically competent in both Blender and Sketchup for the same time investment in learning. At least with Blender, you can make more efficient models and do more advanced modelling. Sketchup can't even handle attachment points.

Plus, Sketchup has such a bad rep, a lot (if not most) people around here will avoid items made in Sketchup regardless of their quality.

Thanks for the advice. Even if I was going to download Sketchup I wasn't about to download a free trial. My best bet is to just us blender. I'll probably just start by making a Billboard and posting the shots here.
 
Try this:

http://forums.auran.com/trainz/showthread.php?104706-ABSOLUTE-BEGINNER-BLENDER-FOR-TRAINZ

Some of the pages on Cayden's site were out of order, but they may have been fixed, and, as far as I know, pertained mostly to the more advanced topics. Remember that, generally, the key to good content is the use of textures made from photographs, and good-quality ones especially.

I would agree with RRsignal that it is not that hard to learn the basics of Blender. Start with something simple to get familiar with the program and build up your experience until you feel comfortable with tackling bigger projects, such as rolling stock and locomotives.


Post any questions you have to the Content Creation Support section. If most Blender users are like me they pay special attention to this section of the forum.


I'll check the page order in my tutorials to make sure it is correct and not causing any confusion.


I find video tutorials helpful but if I am actually going to carry out the tutorial I find written ones easier to follow. My tutorials are intended to be hands-on, thus the written format. Many can be downloaded as a .pdf if you find, like some, having a hard copy convenient.


CGTextures on the Internet is an excellent source of textures and, like Blender, is free.

I've found that if one is having any problems or has any questions, all one needs to do is just ask and the answer will be forthcoming from others using Blender with Trainz, sometimes within minutes!


Cayden
 
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A bit of caution about part of what Cayden wrote

...
CGTextures on the Internet is an excellent source of textures and, like Blender, is free. ...

First, I must say I am not an attorney nor do I play one in these forums, anywhere on the internet, or in real life. However, I'd be wary of using CGT textures in a Trainz asset, as the CGT license states, in part,

It is NOT permitted to:
- Sell or distribute any of these textures in an unmodified form, ...

and

- Release the Textures or derivative products under Open Source Licences. ...

As I see it, as this applies to trainz, if you create an asset, (say, for example, a masonry bridge) and use a texture obtained from CG Textures as a texture for the asset, and then upload the asset to DLS, you may be distributing the texture in an unmodified form. And the present license applicable to assets uploaded to the DLC might violate the restriction on distributing under an "open source" license. I would note, too, that I seem to recall noticing that one or two of the producers of Blender video tutorials decline to use CG Textures materials when they distribute items for their videos.

Now, there might be solutions to this. The first one I would try is to contact the proprietor of the CGT website, and ask for permission to distribute the texture as part of your asset. If that doesn't work, you could distribute the model with a substitute texture file, and provide the link to the appropriate CG textures with instructions on how the user who downloaded your asset could go to the CGT website and download (for free) his or her own copy of the texture file, and copy it into your asset. Alternatively, if you wish, you could make use of an open source texture library, such as those linked to from the Blender Nation website (<www.blendernation.com>). Finally, it is not hard to make one's own textures.

And before I close, I would note that it might be possible for N3V to negotiate with the proprietor of the CGT products, to get a clarification, and if need be, and exception, to the restrictions on the CGT website.

ns
 
CGTextures on the Internet is an excellent source of textures and, like Blender, is free.


Cayden

One of the problems of uploading anything to the DLS is you warranty it is licensed for payware. This makes textures especially difficult unless you have created them completely. Most free textures are only free provided no charge is made for them, it matters not that you don't make any cash out of them. Alternatively you can use something like TPR and upload to them since they don't have a payware licensing requirement.

Cheerio John
 
A bit of caution about part of what Cayden wrote



First, I must say I am not an attorney nor do I play one in these forums, anywhere on the internet, or in real life. However, I'd be wary of using CGT textures in a Trainz asset, as the CGT license states, in part,



and



As I see it, as this applies to trainz, if you create an asset, (say, for example, a masonry bridge) and use a texture obtained from CG Textures as a texture for the asset, and then upload the asset to DLS, you may be distributing the texture in an unmodified form. And the present license applicable to assets uploaded to the DLC might violate the restriction on distributing under an "open source" license. I would note, too, that I seem to recall noticing that one or two of the producers of Blender video tutorials decline to use CG Textures materials when they distribute items for their videos.

Now, there might be solutions to this. The first one I would try is to contact the proprietor of the CGT website, and ask for permission to distribute the texture as part of your asset. If that doesn't work, you could distribute the model with a substitute texture file, and provide the link to the appropriate CG textures with instructions on how the user who downloaded your asset could go to the CGT website and download (for free) his or her own copy of the texture file, and copy it into your asset. Alternatively, if you wish, you could make use of an open source texture library, such as those linked to from the Blender Nation website (<www.blendernation.com>). Finally, it is not hard to make one's own textures.

And before I close, I would note that it might be possible for N3V to negotiate with the proprietor of the CGT products, to get a clarification, and if need be, and exception, to the restrictions on the CGT website.

ns

It is NOT permitted to:
-Sell or distribute any of these textures in an unmodified form, ...



One needs to read the whole sentence (from above) from the following terms from CGTextures license:


It is NOT permitted to:
-Sell or distribute any of these textures in an unmodified form, or where the derived product you are selling or distributing is a Texture or a collection of Textures. IN OTHER WORDS: Do not sell or distribute any of these textures (modified or not) by itself or in a texture pack, material, clipart, website theme or scrapbooking pack!”



And then consider the conditions under which CGTextures can be used:


Use of the Textures is only allowed under the following conditions:
-Private or commercial use
- Use in 2D or 3D computer graphics,movies and printed media
- Incorporation in computer games, 3Dmodels
- Selling 3D models bundled with modified versions of the textures, when the texture is customized for the 3D model”



In other words, as I see it, one can not sell or distribute the textures as textures but can sell (or distribute) them as part of a 3D model if they have been modified or customized for the model. I can't recall using a texture as such in a model. I usually use only aportion of the texture, change the color, mix and match, and, of course, drastically reduce the resolution when saving the model's texture file as 1024 x 1024 (or multiples of 2 thereof) tag file.


Anyone else care to comment?


Cayden
 
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Friends,

Just sent the following email to CGT:

I am an afficianado of the railroad simulator game Trainz, produced by the Australian firm N3V. Recently, in forums operated by that enterprise, a suggestion was made that CGTextures products could be used on models one user made, and redistributed by means of a community repository operated by the community under the name of "Download station". In summary, the DLS is a repository where users may upload content--virtual models of trains, buildings, people, fauna, flora, and landscapes--to share with other users of the community, who can download anything on the DLS ranging from a single asset through a complete route. Most assets typically include one or more meshes, scripts, animation files, and textures, which may, but need not be modified. Content is generally created with 3DS Max, GMAX, or Blender.

The terms of the license under which content is uploaded and downloaded to the DLS is at <http://online.ts2009.com/mediaWiki/index.php/Download_Station_License_Agreement>. I'm writing to enquire whether you would consider that this license agreement violates your prohibition covering open source distribution. I would note that content is generally only available to registered members of the Trainz community, registration being acquired by means of owning a registered currently supported copy of the game, or having privileges obtained under a "First Class Ticket."

Status update, 1000 GMT 18 May:

Friends, I received a response from the CG textures support people which asked questions I'm not sure I know the answer to, or if I do, that I'm not sure I have the authority to answer. I forwarded my initial query to Zec, in case he didn't see it here, and forwarded the response I received from CGT to him as well, and I'm going to step out of the middle. If there is an issue, perhaps it a solution can be worked out between CGT and N3V that would eliminate any concerns., and hopefully someone from N3V will post the clarification in this thread, and perhaps make it a sticky in the content creation sub forum.

ns
 
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If I am interpreting where this discussion has gone so far, there are two questions to be addressed.



  1. Can assets which include CGTexture derivatives be uploaded to the internet for others to access?
  2. Can assets which include CGTexture derivatives be uploaded to Trainz Download Station (DLS)?


One can use something like Trainz Pro Routes (TPR), or one's own site, to make content available but not the DLS because it may be distributed by N3V as (in) payware. To quote John Wehlan (above):


Oneof the problems of uploading anything to the DLS is you warranty itis licensed for payware. This makes textures especially difficultunless you have created them completely. Most free textures are onlyfree provided no charge is made for them, it matters not that you don't make any cash out of them. Alternatively you can use something like TPR and upload to them since they don't have a payware licensing requirement.”


I think this is an important issue. Thanks mjolner for forwarding a request to N3V forclarification. I would surmise that a significant portion of thecontent on the DLS has used CGTextures. Does this mean that thiscontent (where it can be identified) needs to be removed?


As this discussion has veered off of the original subject and should be of interest to content creators, I am also posting this comment on the Content Creation Support page. Hopefully more content creators will see itand express their views.


Cayden
 
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