Where to start when making my first pieces of rolling stock?
#1
Posted 07 January 2024 - 12:14 AM
#2
Posted 07 January 2024 - 02:08 AM
Weter, on 07 January 2024 - 12:50 AM, said:
Nowadays, the majority of modelers here on ET are using or switching to Blender.
You can find a lot of tutorials, experience sharings and discussions here.
Also, there is revolutionary discovery, that all rolling stock can be stored in one place, while every route installation may have it's own consists, calling units by relative path links.
And yet, pay attention on usage of include files - the very handy way to keep features of rolling stock compact, unified and always up to date.
Steam4me site stays, for me, the great treasury of tutorials for MSTS beginners, this site's library contains resource kits by greatest modelers of (mostly north-American stock&trackside objects), pay attention on Erick Cantu's repaint kits especially. I believe, that could help You to learn, how repainting work may be done.
Thanks for the reply! Do you have any links you know of that would help with modelling? I know how to use blender and I know how to make models I just am lost when it comes to rolling stock for ORTS because I'm not sure exactly how the system works for rolling stock. I don't really know where to go to look for guidance on just what to do. For example, I don't know if I need to model bogies separate or model them connected to the freight car.
This post has been edited by frs bnsf bear: 07 January 2024 - 02:13 AM
#3
Posted 07 January 2024 - 02:26 AM
Weter, on 07 January 2024 - 02:23 AM, said:
There are threads, where new to Blender, but experienced with older editors, modelers are discussing with guys, more aware about Blender, how to improve the work.
I hope, search engine will help more. I only know, there is dedicated forum branch for Blender usage here. Sorry, I currently not a 3D modeler.
AFAIK, indeed Erick Cantu develops "resource-saving" technology, where similar bogeys, modeled (and later improved) once, then come to all cars, having them.
Alright, I'll look at some of Erick Cantu's rolling stock and try to figure out the process from there. Thanks for the help! :D
#4
Posted 07 January 2024 - 02:36 AM
I think, good start will be here:
https://www.elvastow...modeling-tools/
(it might be, You should ask ET admins to let You in)
I see it, as a great luck, since a person, skilled with Blender, but not being stuck wit MSTS constraints and habits, getting interest to start ORTS content creation career. Especially now, when there are hot discussions, about ORTS graphics improvoment.
I mean, using glTF models and PBR for textures may help ORTS to be improved in visual side a lot.
Try to contact him via PM, or via his stock's discussion threads - I believe, You could get some more concrete answers then.
Also, look for Pete Willard's posts and tutorials - I suppose, he is our Blender-to-ORTS master.
Good luck!
#5
Posted 07 January 2024 - 02:43 AM
https://github.com/p...CC-Notebook.pdf
https://github.com/p...ke3Dcabs_V4.pdf
#6
Posted 07 January 2024 - 02:51 AM
Meet with Marek - one of (IMO) known modeling masters as well ;)
#7
Posted 07 January 2024 - 05:01 AM
#8
Posted 07 January 2024 - 05:04 AM
So, pardon me ("IMO" remark have been added into post above).
Especially SD40-2/3D cab project deserves attention in this context - worthfulness and potential collaboration.
So, should I remove my introductions?
#9
Posted 07 January 2024 - 06:47 AM
If you know how to model and texture - this should be a no brainer.
Using a basic US freight car for reference.
Open up any freight car in Shape Viewer and select the Hierarchy View from the menu - that should provide the basic structure you are looking for.
I use "Empties" in Blender to define the models Hierarchy - the MAIN Empty is at the world origin and the entire model is parented to that.
Each "BOGIE" gets its own Empty - centered at the pivot point of the Bogie - at a Z of zero. BOGIE is parented MAIN.
Each "WHEELS" gets an Empty parented to BOGIE - centered to each axle.
If you use the names defined in the image below - you don't need to animate anything - ORTS will handle it. They're defined keywords.
Each cube illustrated below is a Draw Call - ideally - you want a single texture Draw Call for each element in the hierarchy. Draw Calls affect performance and are especially important when you have a large number of models in a given scene.
For Wayne's MSTS/ORTS Exporter to work - you need a Collection called MAIN and MAIN_2000 for the first LOD - additional LOD's will be defined by changing the "2000" number to that which you desire. The following illustrates same. Capitalization is necessary. All the parts will need to be textured.
We're here to help.
Regards,
Scott
#10
Posted 07 January 2024 - 07:05 AM