Inspiration Modeling Ideas
#11
Posted 21 July 2021 - 06:50 PM
https://i.pinimg.com/originals/8e/55/b8/8e55b844a6b22eac4fc87b82a3b7e915.jpg
The textures are from Nico Moritz care of SMCars.com.
https://i.pinimg.com/originals/a8/d6/ff/a8d6ff8e4dc7583591be069401cf23e9.jpg
Years ago I had Nico\s permission to use his textures on the White series of trucks Tim Muir and I worked on.
https://i.pinimg.com/originals/16/a4/c3/16a4c3f44b8914a7307e811e20089f5a.jpg
Hopefully, he's still agreeable to that.
#12
Posted 26 July 2021 - 12:11 PM
Hopefully I'm finally getting somewhere. I'm hoping this is the first of a series of realistic looking "low-poly" period vehicles. This 1937 Ford "woody" wagon is 1500 polys, about the same as Wayne Campbells gems.
https://i.pinimg.com/originals/b4/86/b3/b486b36110409175253219380613ccdb.jpg
The textures need to be completed and toned down. I'm not overly fond of photorealistic textures as they really don't match other MSTS / OR assets and appear rather jarring when added to a scene.
https://i.pinimg.com/originals/40/8c/cb/408ccbde9a75ee809bd382b49e8badc9.jpg
#14
Posted 26 July 2021 - 05:57 PM
Frank Musick, on 26 July 2021 - 12:11 PM, said:
https://i.pinimg.com/originals/40/8c/cb/408ccbde9a75ee809bd382b49e8badc9.jpg
The problem, as I see it, is more that most of the environmental assets in the MSTS/OR world don't hold up well in 2021. To be fair, most of them didn't hold up well in 2001, either.
Mind, I also generally dislike doing photo textures, but it's primarily for practical reasons. Slapping photos on an object with no rhyme or reason rarely looks good (see: Kuju), getting photos in good lighting from all sides of an object is difficult, and seamlessly blending them takes a lot more time than baking some shadows, building a set of master textures, and using photo elements to flesh out details. In the end, you're left with something that is difficult to repaint in a credible way (hence why most repaints of photo textures look like colourized black and white films - i.e. "not great, not terrible"). Bleach bypass looks cool in movies about World War II, but not so good on boxcars in OR.
I experimented with an all-photo locomotive once, and while it was fun, it was a lot of work. These days I can crank out repaint after repaint to a similar level of quality with a minimum of time and effort by just building a good set of master textures. Shake 'n Bake.
#15
Posted 26 July 2021 - 06:02 PM
pwillard, on 21 July 2021 - 05:55 AM, said:
And yeah, thingiverse has some gems we can pull from. (This is > 300,000 faces)
https://i.imgur.com/C4k53mu.png
The same model was reduced to 15K Faces using only the Decimate modifier...
https://i.imgur.com/bJXriUb.png
Ah, but the nice thing about that model is you can map it, bake it, and use that AO map as the starting point for a set of master textures on a new model. It would be much faster to build a new low-poly model from the ground up using the original as a reference point. The benefit is you can build the new model to incorporate all of the structures for the kind of visual trickery that will make a low poly model look good (e.g., alpha windows and an interior that is optimized to work with them). Then you just map it to your pre-rendered textures, colour it, and weather it to your liking. I bet one could easily build a 500-triangle model using baked textures from that model that will look good at most viewing distances if they were meticulous about it.
#16
Posted 30 July 2021 - 09:02 AM
Chris
#17
Posted 31 July 2021 - 09:07 AM
And like was mentioned. 3dPrinting has made some interesting things available. I got the "basics": for this model from the O-SCale Magazine forum. So after 15 minutes of tinkering... I had this as a starting point. The main body shape was made publicly available as STL files. All I need to do is add trucks and couplers and finer details...
I might just use this...
https://i.imgur.com/pSk4nXO.png
Pete
#18
Posted 31 July 2021 - 08:26 PM
Shape Viewer shows 1456 polys.
https://i.pinimg.com/originals/09/4d/18/094d18c4b8eeec7eed074445f8faa48c.jpg
https://i.pinimg.com/originals/f1/b6/00/f1b600ed69439f2d94861fceed67ce93.jpg
https://i.pinimg.com/originals/8f/b2/c9/8fb2c913307443496143ff21abaecb95.jpg
Some small tweaks and it should be ready for the library. Hopefully I remember how to package and upload these things.
#19
Posted 01 August 2021 - 06:24 PM
Frank Musick, on 21 July 2021 - 06:50 PM, said:
https://i.pinimg.com/originals/8e/55/b8/8e55b844a6b22eac4fc87b82a3b7e915.jpg
The textures are from Nico Moritz care of SMCars.com.
https://i.pinimg.com/originals/a8/d6/ff/a8d6ff8e4dc7583591be069401cf23e9.jpg
Years ago I had Nico\s permission to use his textures on the White series of trucks Tim Muir and I worked on.
https://i.pinimg.com/originals/16/a4/c3/16a4c3f44b8914a7307e811e20089f5a.jpg
Hopefully, he's still agreeable to that.
Man, that brings back memories! Remember the Autocar trucks we did? Those were fun to do.
Your Ford wagon is looking better, I'll be sure to grab one when you release it. :thumbup3:
#20
Posted 02 August 2021 - 02:10 PM
timmuir, on 01 August 2021 - 06:24 PM, said:
Your Ford wagon is looking better, I'll be sure to grab one when you release it. :thumbup3:
I had a lot of fun working on those trucks too,
https://i.pinimg.com/originals/11/82/35/118235b265bbe9969e23d260033f44b8.jpg
The Ford is "finished" and I took what I had learned and went back to the Nash. They both could use some improvement but I think I'm tired of working on them. Your gas station makes them look a lot better.