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Okay, so it will end up as as 36x2=72 triangles in Trainz. 5 more then Blender :hehe:The figure I used in 3d max is poly count not triangles. Max works on quads usually not triangles.
Okay, so it will end up as as 36x2=72 triangles in Trainz. 5 more then Blender :hehe:.
Glad I was able to start a discussion/debate. It is great that some folks can use blender so easily, but I am not going to waste hours and hours trying to figure out how to make a 3D doorway watching confusing videos. I know, as with everything, some people find it easy, some find it hard. I find working on and diagnosing computers easy, my brother has trouble creating a desktop folder.
I was unhappy with my first elevator so redid it.
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Added siding from the photo too
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Closeup of siding taken from Google streetview
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All in all I am happy with it which is what counts. Perhaps playing with SU will put me on the correct path to using Blender and things will be a bit clearer, but for now this works which is what counts. Just a note on Blender: when I created my building I created everything on top of each other just like in SU, I never even thought of creating seperate boxes and sticking them on top of each other. Now what the polycount is for this model I have no idea.
***BTW - what is UV mapping, is that for shadows and stuff?***
Hi Chris,
Gdennish has a great image of a UV map. Think of this as a fold-out of your model with the textures placed where they should go. The model program, and the Trainz graphics engine, are smart enough to put the textures back in their proper location. Another way to look at a UV map is to think of a decal sheet that you get with the old plastic models except all the decals are stuck on the model but placed on the sheet at the same time.
John
A mesh always needs to be mapped, that's how the sim knows which part of the texture should be displayed on each poly. Sketchup does this as well but does it badly and you can't optimise it (at least you couldn't, maybe it's changed now).Interesting, but I don't quite see the sense of it. What 'bonus' does the UV mapping give over a model not mapped?
Interesting, but I don't quite see the sense of it. What 'bonus' does the UV mapping give over a model not mapped?
Doing it as you go along with the separate bits of the model keeps the polygon count down because Sketchup doesn't add extra polygons where the bits of the model join up. Doing it at the end won't do anything useful to help the performance of the model because the extra polygons have already been created.As for SU componets, can't you just build it without doing it each piece separate, select all, right click and select 'make model component', will this not do the same?
Now the week is over, I've been experimenting and can produce a 71 poly model, to match those on the previous page, using Sketchup (ignore the proportions in the models below- I was experimenting with the blocks and principles, rather than trying to mimic the model exactly). I had to export to Collada and then import into Blender to get a triangle count, but it does prove the point that Sketchup is capable of producing models that are low poly. The key is to model each element of the building separately, and make it into a component. The importance of doing this is that Sketchup doesn't automatically merge the geometry of components, which is what creates the unnecessary polygons. After you've modelled each part of the building, and deleted any faces and lines that won't be seen, select all connected, right-click, and then select 'make component'. In the case of the grain elevator, I broke it down into the main block, including the clerestory, the side loading bay, the extra bit to the side of the loading bay, and the transverse bit on the top of the roof.
The components in Sketchup:
sketchup by rumour3, on Flickr
The triangles in Blender:
blender by rumour3, on Flickr
Hope this helps the Sketchup users out there to make more efficient models.
R3
Ok, now that I am done the model all I can say is "oh brother" using RubyTMIX it says I have over 25K polys. So now I am trying to reduce the poly count big time.