OK. So I cot a little bit carried away!!!

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HondaCTR
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OK. So I cot a little bit carried away!!!

Post by HondaCTR »

Still very much work in progress. bogies and bufferbeam to sort then get to the textures


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MichaelGreenhill
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Post by MichaelGreenhill »

Bloody hell :o
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Post by richardparker »

whats this u beauty,wenes this due out,it looks bloody good.
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HondaCTR
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Post by HondaCTR »

Don think it will run very well in TS. The poly count with 'meshsmooth' on stands at 126k ( yes 126000 !!! ) Hence the carried away title.

Does anyone know what typeface/font was used for the western nameplates???


ta
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CaptainBazza
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Maybe for MSTS2010...........

Post by CaptainBazza »

Going on my experience of modelling for TS, you're about 110,000 over budget. A lovely looking model, but it will require a serious rethink of your enormous polycount. :cry:

The golden rule is not what you want - but what the sim wants. :argue:
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HondaCTR
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Post by HondaCTR »

i know i'm 'slightly' (Ahem) over budget on the polys. its more of a learning project than anything else. Ive just bought a 'proper' ( Nothing against GMAX )and am using it to learn the program. I can export as a 3DS file so a few TS locos etc may be on the cards soon.
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ForburyLion
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Post by ForburyLion »

Looks fantastic!

Perhaps when finished modification to a low poly version could be on the cards????
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HondaCTR
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Post by HondaCTR »

a low poly version is definatley on.

a few more pics of how i'm getting on

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HondaCTR
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Post by HondaCTR »

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Post by rwaceyw »

Try using alphas for some parts, cuts through the polys like a knife and looks just as good :). Apart from that VERY nice model!

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Post by HondaCTR »

does anyone have a detiled pic of a western bogie?? the ones i'm working off are to small to make out much detail. this is what ive got so far.

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HondaCTR
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Post by HondaCTR »

not to sure if ive used the right font but from pics this is as close as i can get. The western region seamed to have a different 'font' from the other regions

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HondaCTR
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Post by HondaCTR »

Still got a few bits to add. I might 'get the paintbrush out' and add a bit of colour. Does anyone want any paricular liver rendered? (pics will help)
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Post by cua193 »

Yes, it looks terrific.

Might I make a few suggestions. Obviously the poly count is going to be way too high - the trick is to be radical without loosing the character of the model. The shape of the model is spot-on.

It was always said that the cockpit surround of an airliner was the most important recognition feature - most people would know a DC8 from an 880 by the cockpit - most wouldn't know the window count.

Keep the driver's end as your main feature - although the prototype is symetrical the model will be driven driver's end first most of the time. Much of the detailing can be simplified at the other end.

Look at each part in wireframe - gives a much better idea of over elaborate building.

Your handrails might be using far more polys than you might realize - as trackside views are from the platform side the rails on the other side can be far simpler.

All the detail between the doors can be handled by textures - even those recessed panels if need be. Rooftop details can also be simplified - it'll only be visible if you use trick viewpoints.

Think about using transparent panels - it's amazing how useful they can be, 2 polys & some texture can give the same impression as a shed full of detail. Problem is that they look stupid in TSM - difficult to follow what's been done. 3DCanvas handles transparencies better.

Be absolutely ruthless trimming hidden polys - if it can't be seen it shouldn't be there.

As a matter of interest I just checked a couple of American diesels in TSM - an EMD E7, with handrails, cockpit interior & a reasonable level of bogie detail has 4761 polys. Even double-ended it would be in 4 figures.

EDIT
You've posted those bogie pics while I was writing the above. As a design exercise it's terrific. An earlier poster had it on the nail - think what MSTS will accept. I doubt that MSTS will accept a model of this complexity.

regards
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Post by LucaZone »

So we're looking at a TrainSim CGI animation then.....:)

Maybe a TS2 promo animation?

Stunning work mate. CV material for sure! :)
. . : :Simulating the UK's first dedicated high speed line for MSTS: : . .
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