Originally posted by RobGuru
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You're going to have to adjust the FA values until it looks acceptable. Height is the last of the three.
And in future, please don't hijack threads trying to figure out how to use these cars the way they weren't designed to be used. Start up a new topic.If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, items saved in our library or the ongoing development of our TSRE Fork, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!
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Originally posted by eric View PostYou're going to have to adjust the FA values until it looks acceptable. Height is the last of the three.
And in future, please don't hijack threads trying to figure out how to use these cars the way they weren't designed to be used. Start up a new topic.
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Originally posted by Erick_Cantu View PostNext up is a PC&F 6453cf hi-cube boxcar in the BN 376400-376499 series, the real-world version of US2FREIGHT8:
Today, I've completed the initial AO render. After some cleanup, this will form the basis of the shadow/detail layer in the master textures.-Shawn K-
Derby Rail Shops
Maine Central Mountain Division: 25% Track, 12% Scenery.
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More progress on the PC&F car. For those of you who are unfamiliar with my process for building textures, it goes like this:
1. Initial AO render is used to create the base for the shadow layer
2. Inevitably, the AO render needs cleanup, so this is done prior to any detail work
3. A layered WIP file is created to build the final shadow/detail layer, which uses the AO render as a base. All texture details go into this layer. Inevitably, there will be minor corrections to the model and base AO layer in this stage.
4. When the shadow layer is completed, I start work on the final master textures by pasting in this layer, a grey temporary colour layer, the air hose and other part textures, and a wireframe layer for reference.
5. I then create a highlight layer to add a bit of sheen that can be adjusted as the paint scheme and weathering dictate
6. The last step in creating the master textures is to create a mask layer that tidies up the final image
Once the master textures are completed, then I start painting and weathering. This model's shadow layer is complete, and I am currently working on drawing the highlight layer. Some of the highlights were rendered from high-detail parts in 3DS because I am lazy and end corrugation is a pain to draw by hand.
These are medium-detail models because high-detail models are a pain and I hate building them. Accordingly, a lot of visual trickery goes into the texture work so a simple mesh can be made to look more complex than it actually is. This model is around 6600 triangles.
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