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Everything posted by vester_DK
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Hotwheeler: Yes I does look a lot like it. slickbg56: The picutre was the closes to a color photo I have found. This is one, where you either like it or you hate it. Only seen pictures of one other train from North American with purple in it. That will be MBTA
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Thank you Hotwheeler. I would say no, maybe on a museum today. Well even today there is a separation line in the US, a line going from Chicago to New Orleans. There are some lines crossing the lines for the 1st class railroads. Norfolk Southern and CSX to the east and Union Pacific and BNSF to the west. Then you have Kansas City Southern and Canadian National going more or less north-south along that line. Canadian Pacific has most of there lines in Canada. NS, CSX, UP, BNSF, CN and CP has all lines going to Chicago. Sometimes you can see trains with motor power from more than one RR: Here is one from a depot in Denver. BNSF, CP, CN and NS (and some of there predecessors) Here is two new color schemes: Sort had something like that in mind, a color scheme that I have seen in a add for a model train, but then I stumble over this pictures: Not quite like it but... still looks good. I might just have to do a few EMD F-units to complement these passenger cars.
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Thank you. Glad you like it.
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Thank you SimCoug. About the rendering, have a look at my post from today on sc4d. Turning to some railroads on the other side of the Mississippi:
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Well they can''t be dependency, as this mods are going to work with or without the engines. The pictures speaks for them self.
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Airman: Sorry I can see any pictures. Could you post an in-game picture or two of them ?
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Here are two more: Chicago & Northwestern. New Haven.
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Thank you all. Glad you like them. slickbg56 I am a civil engineer and have worked with Autocad. Maine Central. Louisville & Nashville
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Color of the day: SOO-Line / Minneapolis, St. Paul and Sault Ste. Marie Railroad
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Thank you, TCD. Long Island Railroad:
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Thank you SimCoug. Another color, another car type:
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Maybe time to check out my showroom ? Jersey Central:
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Have started to add colors and shadows ect:
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Thank you SimCoug. Combine, passenger and baggage car. Found a great source of old photos: the Public Archives. One collection I used a lot is the Jackson and Sharp Collection on the Delaware Public Archives.
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It is the start of a set of passenger cars, so far no plans to do any steam engines.
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A car with an open platform: Here is the AO-map. The car is inspired by this Great Northern: Colors will be added at a later stage.
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Here is another project of mine: Old heavy weight passenger cars.
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Bombardiere's London/ English Bats
vester_DK replied to Bombardiere's topic in SC4 BAT & Lot Workshop
The gradient is what makes the bats look more real. As it is, your bats looks out of place, floating over the ground. The blending mode in Gimp is called Layer Modes. -
If you are going to make this a very detailed model and if you like to make this into an automata you might like to watch this video: Baking normals, AO and more in 3ds Max (render to texture) by Mike Pickton. I have used it on some of my latest automata.
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Have done this high to low poly, render to texture only a few times. One time to do textures for some arches, which was going into the game as real 3d models. Last time is this back sidepanel for a train: The scene. The heights in the scene is done to get details in the Ambient Occlusion map. Ambient Occlusion map. This is placed two copy of in at the top of the layer stacks in photoshop. For the first copy the blending mode is set to multiply and the other to soft light or screen (on the top of the multiply). Then I add extra shadows like at the bottom and then adding colors. After that I play around with the opacity of the two layers with the AO map (multiply, soft light/screen)
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Bombardiere's London/ English Bats
vester_DK replied to Bombardiere's topic in SC4 BAT & Lot Workshop
May I suggest adding a gradient to your textures, making the textures darker at ground level and lighter further away from the ground. This can easy be done by adding layer in Gimp/Photoshop that goes from black to white. Then change the blending mode of that layer to multiply. It could be another blending mode, but multiply is a good one to start of with. Then change the opacity of the layer. It will make the building seems more real. If you look at the church in the last picture in your post from 23 November 2014 you will see that the walls are darker at the ground than at the top. Are you using gmax or Max ? -
Haven't done it in full. Just done some AO-maps that then used in the textures and baked in a few details into a bigger model. For this I use a plug-in called TexTools. One of the function is to turn a Unwrapped object into a flat plane object like the one in the video. What I would do was to set the model, do 5 different rendering with 5 different lights for each for the 4 different side and the roof. Then maybe do a shadow map. I haven't tried this myself. I have done most of the light and shadow in Photoshop.
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Did you check the video that I linked to in my previous post ? At first he goes into a pretty simple baking of normal maps. At 12:56 he goes into baking normal maps setting setting up high and low poly models, where he renders the geometry from the high to the low poly model. At 22:56 he works with diffuse map (and again normal maps). If I was you I would work make the low poly model myself. That way you can adjust it for errors in the rendering ect.
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As far as I know, it really differs. If the vehicle is going to spawn very frequently, then the lower the better, but I think you can get away with less than 150 or even 200, sometimes. The lower, the better, though. I read that number from screamingman12, but don't quote me on it, there be a better number. Will if its a single unit mods, it can go higher, but lower is better. What I would do is make a low poly model that is going to be the final model. Then do some Render to texture (shortcut 0). Here is a youtube video by Mick Pickton: Baking normals, AO and more in 3ds Max (render to texture) I have been using this one or two times. Mostly I use the AO maps to overlay (as screen and multiply in Photoshop) to add some details in the final model.
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Due credit would be nice. MBTA (Boston) Green Line Tram is more or less based on my trams and the Melbourne D2 Tram has strong traces from my trams as well. Taken from the reademe: "Feel free to modify the trains for yourself and show them in your city journals, but please don't distribute them without asking me first."
