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Glass Half Full

Posted: Sun Jan 29, 2012 8:29 am
by red5080
Hi all,In my quest to break into the 3d modeling world I've created a Gwr Canopy.However I'm at a crossroad.The main building is textured with the normal Texdiff but the Grey panels on the top are Blendatexdiff for the glass when go to attach the glass to the main canopy it gives me attach opitions but i dont know which option to choose.
http://www.flickr.com/photos/36390461@N05/6780727307/


Anyone help??

Re: Glass Half Full

Posted: Sun Jan 29, 2012 8:37 am
by Kariban
I would investigate Multi-Sub object materials - it sounds more complicated than it is. For a reasonably unique building I'd consider TrainBasicObjectDiffuse for the main texture also, it's just TexDiff with better lighting.

Re: Glass Half Full

Posted: Sun Jan 29, 2012 8:54 am
by Tankski
As Kariban has said, using a Multi-Sub Object material with decent material IDs on the model can be useful. The way this works is by assigning polygons on the model a "material ID" which you set (its all one ID by default), then in the Multi-Sub Object material, you create your materials and then assign which material ID they should go onto - this means you only apply one material (in theory) to the model, but you're applying many without much difficulty.

Re: Glass Half Full

Posted: Sun Jan 29, 2012 11:01 am
by red5080
Cheers for the help guys,

Also do you now whats the polygon limit for model in rw3 or whats a good limit to stick to? Because my model has 85,000 pretty sure thats to much.

The sub object mapping is something I will have to learn about as this is my first model.

Re: Glass Half Full

Posted: Sun Jan 29, 2012 12:47 pm
by Kariban
Yes, that's a bit much, try cutting that to 10k to start with - I'm not sure the exporter will even export 85k poly models. The gasometer I did recently, which admittedly was meant to be a fairly distant model, has around 900 polys iirc.

Re: Glass Half Full

Posted: Sun Jan 29, 2012 2:54 pm
by RSderek
ohhh something I can easily answer....

1 - You don't need to attach them you can have 2 objects with 2 different materials. (just make sure names are correct)
The game will count this object as 2 objects if there are 2 different materials or 2 different textures.

2 - Click the top choice, this will create a new material (Multi sub object) the object you attached will take material id 2.
(you can check what material is assigned to the object by selecting the material picker icon and clicking the object. Caution, the new sub object material will not show in the material editor automatically.

3 - And this is something I always do.

Create a new multi sub object material and build up your materials 1 slot at a time. Assign the correct material id to the correct polygons.
You can also drag and drop materials into multi sub object ids
What you have to be careful about is creating multi sub object materials inside multi sub object materials. (max can handle it, TS2012 can not)

Try not to get confused over what material is assigned to your object and polygons. Keep a tidy material editor.

The art of Railworks blog helps with setting up materials.

http://the-art-of-rws.blogspot.com/

regards

Derek

canopies I would look to use a couple hundred polys (if that).
Less is more in so many ways.

Re: Glass Half Full

Posted: Sun Jan 29, 2012 3:06 pm
by Kariban
Something I've been meaning to ask, Derek: does RW support max's two-sided materal?

Re: Glass Half Full

Posted: Sun Jan 29, 2012 5:39 pm
by RSderek
There is a tick box in kuju materials for single or double sided.
Trouble with double sided is the game does not always get the lighting right on lofts like hedges/walls etc that have that flag ticked.

regards

Derek

Re: Glass Half Full

Posted: Mon Jan 30, 2012 10:19 am
by red5080
Thanks for all your help every one,Got the polygons down to 1700 which exported nicely.Now on to the next model,Here's a link to the model inside of rw3 http://www.flickr.com/photos/36390461@N05/6788457981/

Once again Thanks to everyones advice,Great to know people will still help a newbie.

Re: Glass Half Full

Posted: Mon Jan 30, 2012 10:33 am
by Kariban
I've hit that lighting issue a few times, it's pretty annoying. I was thinking of something else though, but now I go and look it up it's not what I thought it was ( the Top/Bottom material ).

Re: Glass Half Full

Posted: Wed Feb 01, 2012 9:19 pm
by crazyfrogbro
Kariban wrote:I would investigate Multi-Sub object materials - it sounds more complicated than it is. For a reasonably unique building I'd consider TrainBasicObjectDiffuse for the main texture also, it's just TexDiff with better lighting.
What means that "better lighting"? I've replaced texdiff to trainbasicobjectdiffuse in a cabview, but i don't see any difference.

Re: Glass Half Full

Posted: Wed Feb 01, 2012 10:33 pm
by Kariban
It's an fx shader, made my buildings look less flat at least. No idea if it would do anything for something as flat lit as a cab.