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    #16
    When I was doing repaints of Tyler's SD40s into the CSX era, one of the biggest visual time-period errors was air hoses and the junction boxes (?) they connect into. Some of Tyler's pre-CSX models had them, and others didn't. This appears to be prototypical. But, regardless, CSX added them to those that didn't and I didn't have the ability to easily do that with my repaints (it was hard to justify "kit-bashing" the whole thing just for that part). So some of my repaints should have them, but don't. This is the specific part I'm talking about:

    Click image for larger version  Name:	air hoses.jpg Views:	0 Size:	6.1 KB ID:	2298417

    Stuff like ditchlights would also be welcome. They exist as FAs in the file library (I actually have a whole folder full of FAs that I've downloaded from the file library to try to create my own "parts library"), but usually the available FAs aren't conducive to my needs (as an example: the FA will include both front and rear ditchlights, with both being mapped to the texture in such a way so as not to be able to alpha the rear ones out if they aren't needed). For one of my repaints, I ended up alpha'ing out one of Danny Beck's entire freeware SD40-2 models, except for the ditchlights and air hoses, to create an FA. I only did that because the model I was trying to represent has no other examples available, so it was "worth it." Plus Danny's SD40-2 is relatively low-poly by today's standards (and the readme explicitly states "Feel free to reskin them as you like. Feel free to share these files as you like.") But I don't see that as a viable option for most things.

    Click image for larger version  Name:	air hoses2.jpg Views:	0 Size:	13.9 KB ID:	2298418

    I've since been going through your tutorial, Pete, to learn how to set up Blender and then try to learn how to use it. But I'm also in several other blackholes and the going has been slow. I'll get there eventually....ha. So a parts library would most definitely be welcome.

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      #17
      Do you have any dimensions or better still drawings with dimensions for those ditch lights and connector cables?

      Working from photo/video references you can get proportions OK but having 1 or more known dimensions ensure the object can be built to the correct size.

      If your learning Blender and you want to screw around with a 3D loco model the following may help you. When I was first learning 3D modelling I would download 3D models created by others and dissect them to see how they worked.

      SD40-2 locomotive for Open Rails. Contribute to superheatedsteam/generic_SD40-2 development by creating an account on GitHub.


      It ain't pretty, it ain't best practice but it works despite it's many shortcomings.

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        #18
        Thanks for that! No, I know those things are useful, but I haven't gotten that far at all. I've had Blender on my machine for a couple of years. I've opened it several times, then closed it. Ha. I also have updated it to the latest version a couple of times. I think I'm on version 4.something now. About 2 weeks ago I started going through Pete's instructions to try to set it up with the options he describes. I haven't even gotten through that process yet. It's definitely not intuitive at all, and even with his descriptions and searching online, it takes some time to figure out where certain things are located to even be able to open a menu to adjust settings. That's as far as I've gotten.

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          #19
          OK, if you're not at the modelling stage yet, you do, or someone else reading this have a drawing or the ability to get reference photos and a couple of measurements of a ditch light?

          I still have to make ditch lights for my SD40-2 and SD70Ace but I don't have access to these locomotives. Most 'railfan' photos are front ¾ views that help with overall form but not dimensions.

          If someone can help me with reference I can help with a 3D model.

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            #20
            Originally posted by pwillard View Post
            Well, I haven't yet collected stuff together as a download... but if there is a commodity part you want, just mention it... I'm talking about things like coupler lift bars, couplers, brake details... stuff like that.
            Pete do you have any modern single arm pantograph shapes?


            Sent from my iPhone using Tapatalk
            Don't tell me the sky's the limit, when there's footsteps on the moon..

            --Josh--

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              #21
              Actually, no, I've never modeled anything that required pantographs. There is a model included with the exporter kit that has a pantograph done by Wayne Campbell.
              http://www.railsimstuff.com
              Just Blender now, 3DCrafter only when I have to.
              formerly The Keystone Works (All Permissions Granted)
              https://github.com/pwillard/MSTS-replacement
              sigpic

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                #22
                the passenger car looks great josh. keep up the good work you doing. Jdark34

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                  #23
                  Here is my latest issue.. Trying to join parts together to create the "BOGIE" shape inverts the normals for the textures. They display fine UNTIL I hit join on the parts and then the textures go all screwy and try to display on the INSIDE of the polys.

                  Click image for larger version

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                  Attached Files
                  Don't tell me the sky's the limit, when there's footsteps on the moon..

                  --Josh--

                  Comment


                    #24
                    Not unusual for this to occur, more so I suspect if the object/s in question have been mirrored, rotated and/or scaled in a negative axis during the construction process. I often reset the transforms using CTRL + A and apply 'Rotation and Scale' transforms prior and after mirror, scaling, rotating and before UV mapping the object.

                    To resolve the inverted normals, a quick way is to select the object, go into 'Edit' mode, select all the faces and use ALT + N + Recalculate Outside. This normally does a good job but sometimes, some faces are missed. For individual or multiple selected faces, use ALT + N + Flip.

                    Flipped normals can sometimes be hard to find. In the Viewport Overlays menu there is a 'Face Orientation' check box. When ticked, and the 3D viewport is set to display 'Solid' shading, any back facing normals are drawn in red which makes them easy to spot.

                    Click image for larger version

Name:	face_orientation.jpg
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                      #25
                      Hi Josh,

                      Just to make sure you're aware - your "bogie" can be made up of many parts - you don't have to join them all together. Simpler shapes are less prone to problems.

                      Regards,
                      Scott​
                      <a href=https://www.trainsim.com/forums/filedata/fetch?filedataid=80663&type=full title=thumb_80663.png >thumb_80663.png</a>​ My Blender Models

                      Comment


                        #26
                        Originally posted by superheatedsteam View Post
                        Not unusual for this to occur, more so I suspect if the object/s in question have been mirrored, rotated and/or scaled in a negative axis during the construction process. I often reset the transforms using CTRL + A and apply 'Rotation and Scale' transforms prior and after mirror, scaling, rotating and before UV mapping the object.

                        To resolve the inverted normals, a quick way is to select the object, go into 'Edit' mode, select all the faces and use ALT + N + Recalculate Outside. This normally does a good job but sometimes, some faces are missed. For individual or multiple selected faces, use ALT + N + Flip.

                        Flipped normals can sometimes be hard to find. In the Viewport Overlays menu there is a 'Face Orientation' check box. When ticked, and the 3D viewport is set to display 'Solid' shading, any back facing normals are drawn in red which makes them easy to spot.

                        Click image for larger version

Name:	face_orientation.jpg
Views:	758
Size:	135.6 KB
ID:	2315064
                        Thanks!! that did the trick


                        Sent from my iPhone using Tapatalk
                        Don't tell me the sky's the limit, when there's footsteps on the moon..

                        --Josh--

                        Comment


                          #27
                          Originally posted by scottb613 View Post
                          Hi Josh,

                          Just to make sure you're aware - your "bogie" can be made up of many parts - you don't have to join them all together. Simpler shapes are less prone to problems.

                          Regards,
                          Scott​
                          WAIT. So I DON'T have to join them all together under a “Bogie” name?!? Holy crap I've still got a lot to learn about Blender.


                          Sent from my iPhone using Tapatalk
                          Don't tell me the sky's the limit, when there's footsteps on the moon..

                          --Josh--

                          Comment


                            #28
                            Originally posted by scfe_fan View Post

                            WAIT. So I DON'T have to join them all together under a “Bogie” name?!? Holy crap I've still got a lot to learn about Blender.


                            Sent from my iPhone using Tapatalk
                            Hi Josh,

                            No - just make all the "BOGIE" components - children - of the main "BOGIE". The image in my first post in this thread illustrates that.

                            One of the best features of Blender - it's very easy - to separate parts back into their individual components.

                            Don't sweat it - I had a TON of help getting me up to speed - and Marek's help was indispensable.


                            Regards,
                            Scott
                            Last edited by scottb613; 11-17-2024, 11:04.
                            <a href=https://www.trainsim.com/forums/filedata/fetch?filedataid=80663&type=full title=thumb_80663.png >thumb_80663.png</a>​ My Blender Models

                            Comment


                              #29
                              Look into "parenting" on the Blender docs.

                              Also, always ensure you Apply Rotation and Scale before joining objects. Even better, use BOOLEAN Modifier with UNION mode instead of just Joining Parts, as it will eliminate internal faces (provided the Boolean doesn't go bonkers).

                              http://www.railsimstuff.com
                              Just Blender now, 3DCrafter only when I have to.
                              formerly The Keystone Works (All Permissions Granted)
                              https://github.com/pwillard/MSTS-replacement
                              sigpic

                              Comment


                                #30
                                Is there a way to have two seperate door animations? For instance having door for low platforms and doors for high platforms? Obviously nobody in their right mind is opening doors for a high platform at a low one to allow passenger to fall right into a costly lawsuit. The issue I'm running into on the South Shore models is that not ALL of the stations are low platforms or high. Everything from East Chicago to Millennium Station is high level, everything from Clark Rd to Hudson Lake is low level (Except Dune Park & South Bend Airport)
                                Don't tell me the sky's the limit, when there's footsteps on the moon..

                                --Josh--

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