Is it better to cut out cab windows, or is better to use a texture with an alpha?
Also how do you scale the cab? is it the same scale as the outside model?
Thanks, Jack
Cab windows, to texture or to cut!
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Re: Cab windows, to texture or to cut!
Cut.
Far better results, as you can only use the BlendATexDiff shader for glass which will cut down your options for specular and bump maps on the rest of it.
Peter
Far better results, as you can only use the BlendATexDiff shader for glass which will cut down your options for specular and bump maps on the rest of it.
Peter
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Re: Cab windows, to texture or to cut!
Hi,
The way we do it;
Model the locomotive with a low poly cab.
Once you have finished the outside, select the polygons that form the cab, detached and use that as the basis of the higher poly cab view.
We also kept the same pivot point. for the main cab shell as the pivot point as the main shell of the loco.
Model windows, In the cab of the shunter I have not used any alpha'd textures, what you see is all modeled.
20 000 polys will get you alot of detail.
best regards
Derek
The way we do it;
Model the locomotive with a low poly cab.
Once you have finished the outside, select the polygons that form the cab, detached and use that as the basis of the higher poly cab view.
We also kept the same pivot point. for the main cab shell as the pivot point as the main shell of the loco.
Model windows, In the cab of the shunter I have not used any alpha'd textures, what you see is all modeled.
20 000 polys will get you alot of detail.
best regards
Derek
Last edited by RSderek on Wed Jan 16, 2008 9:04 am, edited 1 time in total.
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So long, and thanks for all the fish.
http://dereksiddle.blogspot.com/
So long, and thanks for all the fish.
http://dereksiddle.blogspot.com/
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Re: Cab windows, to texture or to cut!
Thanks guys, I'm starting to get the hang of 3d modelling! Derek your 08 is looking superb btw!
Regards, Jack
Regards, Jack