3D Studio Max Locomotive Tutorial
Chapter 1. Main Base
In
this tutorial you will learn how to create the
main base of a locomotive and texture it. The methods
used to create the main base can be adapted to
any Trainz item.
3DStudio
Max will be referred to as 3ds.
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To complete these tutorials with the dimensions listed
herein you will need the following setup
1. Open the "Units Setup.." dialog from the "Customize" menu and
select the "System Units Setup" button. In the "System Units Scale",
use the system unit scale of 1.0 units = 1m
2. In the "Units Setup set "Display Units Scale" to Metric Meters.
The "Select and Move" tool will be referred to as
the "Move" tool
The "Select and Rotate" tool will be referred to as
the "Rotate" tool
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1. Main base.
There are two methods
we can use to create the main base. One is to create
a number of boxes and use the boolean tool and the
other is to create a spline and
use the extrude tool.
Whichever
method you use I also suggest you try out the second
method to gain experience as both methods will be used
later on in the tutorial.
2a.
Boolean method.
1. Create a box.
The first thing you need to
do is create a box for the base of the locomotive.
At this point the size of the box does not matter.
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Figure 1 Box tool

Figure
2 Box
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2. Resize and rename the box
Once you have created the box we need to
resize it. You will need to select the box and then
switch to the "Modify" panel.
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Figure
3 Modify menu with the box selected
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For the box you will need to enter
the following dimensions
| Parameter |
Box1(Main Base) |
| Length |
15.0 |
| Width |
3.0 |
| Height |
0.15 |
| Length Segments |
1 |
| Width Segments |
1 |
| Height Segments |
1 |
In figure 3 where it says Box01 rename this to MainBase.
It is a good practice to always rename any object that
you create as it makes it much easier to find the object
you are looking for.
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Figure
4 Results after resizing
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3. Converting to mesh
The
next step is to convert the body to an editable mesh
object we do this by selecting the object and right
clicking which then opens a context menu as shown in
figure 5. Select the "Convert to Editable Mesh" entry. This
is required to complete part of the tutorial.
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Figure 5 Converting to Editable Mesh
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4. Relocating
Select the main base (Box1) and then select the "Move" tool
from the main tool button menu and type the following
dimensions into the co-ordinate boxes. These boxes are located
at the bottom of the 3d Studio Max window. You can
also right click the "Move" tool and type them in
the "Absolute World" section of the "Transform Type-in" window.
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Figure 6 Move tool

Figure 7 Co-ordinate boxes
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5.
Cutting out the corners
To remove the corner of the main base
for the steps we need to use a second box and the
boolean tool The
first thing we need to do is create four small boxes
the size of the area we want removed.
| Parameter |
Box1, Box2, Box3 and Box4 |
| Length |
0.7 |
| Width |
0.6 |
| Height |
0.15 |
| Length Segments |
1 |
| Width Segments |
1 |
| Height Segments |
1 |
Then we need to move the boxes into position.To make
it easier to select and position the box we need to turn
on the object snap, this will apply for both methods.
To do this you need to click on the icon shown in figure
8. Use the settings shown in figure 9.
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Figure
8 Object Snap Icon

Figure
9 Object Snap Settings
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Once you have the object snap setup when you move the
cursor over the corner of the small box the a small yellow
selection box should now appear as shown in figure 10.
Make sure you have the move tool selected and when you
have the selection box on the correct corner left click
and drag the small box towards the corner of the main
base as shown in figure11. When you are close to the
corner of the main base the small box should snap into
position. If it is sticking out the side of the main
base then you did not have the correct corner selected.
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Figure 10 Selection box

Figure 11 Small box in new location
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Do the same for the other boxes on the other corners.
Once you have all boxes in location then we can add a
boolean to the mesh. Select the MainBase and go back
to the "Create" tab and "Geometry" sub-tab and from the
drop down box select the "Compound Objects" and then
click on the "Boolean" button and the available settings
will be displayed as shown in figure 13. Change the settings
to match those shown in figure 13.
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Figure
12 Compound Objects entry

Figure
13 Boolean
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Once you have the settings correct click on the "Pick
Operand B" button and then move the cursor over one of
the small boxes. The cursor should change shape. When
it does click on the box and the corner of the main base
should disappear as well as the small box. Before you
do the same with the other boxes on the other corners
you will need to convert the main base from a boolean
to an editable mesh again.
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Figure
14 Result after Boolean
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2b. Spline and extrude
The easiest way to use the spline provided
you know the co-ordinates that you want the spline
points at is to use the keyboard entry. Select the "Line" button
from the "Create" tab and the "Shapes" sub tab as
shown in figure 15. Expand the keyboard entry menu
as shown in figure 16 and enter the following co-ordinates
into the X, Y and Z, boxes. Make sure you click the
add point button after you enter each set of co-ordinates.
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X
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Y
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Z
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Point1
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0.9
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-7.5
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| Point2 |
0.9
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-6.8
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1.5
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| Point3 |
1.5
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-6.8
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1.5
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| Point4 |
1.5
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6.8
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1.5
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| Point5 |
0.9
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6.8
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1.5
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| Point6 |
0.9
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7.5
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1.5
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| Point7 |
-0.9
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7.5
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1.5
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| Point8 |
-0.9
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6.8
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1.5
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| Point9 |
-1.5
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6.8
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1.5
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| Point10 |
-1.5
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-6.8
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1.5
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| Point11 |
-0.9
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-6.8
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1.5
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| Point12 |
-0.9
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-7.5
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1.5
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| ClosePoint |
0.9
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-7.5
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Figure 15 Line tool

Figure 16 Line keyboard entry
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When you enter the last set of co-ordinates 3ds will
ask if you want to close the spline. Click on "Yes".
This welds the last two points together so that we have
a continuous spline. If this was not done then when we
extrude the spline the top and bottom faces would not
be created.
Now that we have the spline created we can extrude the
spline. Select the spline and go to the "Modify" tab.
From the "Modifier List" dropdown box select the "Extrude" entry.
If you have the two ends joined then the top of the main
base should have been created. If it didn't then you
will need to go back to the "Line" "Vertex" entry select
the vertexes and weld them together.
Once you have the result in figure 18 type in 0.15 into
the "Amount" box and make sure the "Segment" is set to
1 as shown in figure 19. You should now have the results
shown in figure 20.
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Figure
17 Extrude modifier

Figure
18 Capped spline

Figure
19 Extrude modifier settings

Figure
20 Final result
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Once you have the required result you can then convert
the extruded spline to "Editable Mesh"
Using the spline and extrude method usually gives a
better result with less polygons than the boolean. To
achieve the same polygons count with the boolean you
would need to move and weld some vertices together.
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7.Applying
Textures
We can
now apply the textures to the main base. To do this we
need to open the "Material Editor". Select the Material
editor icon and the "Material Editor" will appear.
Select the first globe and then expand the "Maps" menu.
Find the entry "Diffuse Color" click on the corresponding "None" item.
A new window will open called the "Material/Map Browser".
You will see a list of items with a green parallelogram
icon Double click the "Bitmap" entry. This will
open a "Select Bitmap Image File" dialog box. You will
need to find and select the "Main_01.tga" file. (You
may need to change the file type to view tga files)
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Figure 21 Material Editor Icon

Figure 22 Material Editor
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Now select the second globe and apply
the "CheckerPlate.tga" texture to the "Diffuse Color" slot.
When you have completed the texture loading select
the first globe and drag it to the main base. In
order for the textures to show up in the window select
the blue and white cube in the "Material Editor".
Now that we have applied a texture to the entire
main base we need to change it so that the Mian_01
texture is only shown on the side and base of the
main base and the CheckerPlate texture to the main
base's top surface. To do this we need to add an "Edit
Mesh" modifier to the stack.
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Figure
23 Applying an Edit Mesh Modifier
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We now have to select the individual faces
that we want the CheckerPlate texture applied to.
The easiest way to do this is to expand the "Edit
Mesh" modifier and then select Polygon. Select the
main base then change the "Edit Mesh" to polygon
and select the top face of the main base. You should
have the result shown in figure 24. With the polys
selected open the "Material Editor" and drag
the second globe onto the selected area. Make sure
you drop the texture onto the selected area only.
Deselect the polys and you should have a result similar
to figure 25.
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Figure
24 Poly's selected for texturing

Figure
25 Result after applying the CheckerPlate texture
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At
this stage the textures don't look very impressive.
This is because the texture has not been mapped correctly
yet.
7. Adding an "Unwrap UVW" modifier
Now that we have applied
the texture to the Main Base we need to map the texture
to the correct location. To do this we need to add
an "Unwrap UVW" modifier to both the Main Base. To
add the modifier you need to select an object and
then go to the modify list in the modify menu. You
may have to scroll down to find the "Unwrap UVW" modifier
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Figure 26 Applying the Unwrap UVW modifier
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After
you have applied the modifier expand the "Unwrap
UVW" in the "Modifier List" and select the "Select
Face" entry. Then select the top of the Main Base
and click on "Planer Map" this will separate the
top map from the rest of the maps. Then click on "Edit" in
the "Parameters" section of the "Unwrap UVW". A new
window will appear called the "Edit UVW"
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Figure 27 Select face

Figure 28 Face selected ready for mapping.
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Now
that we have a face selected and the "Edit UVW" window
open you will see the screen in Figure 29. If the
texture in the background is wrong then you will
need to change the map. To do this select the correct
map from the drop down box on the top tool button
bar. Now we need to move the selected map to one
side temporarily and then select the rest of the
map by dragging a selection window over it and then
move it to one side. Once you have done this place
a selection window over the separated top map and
move it back to the center of the screen. This will
allow the mapping to be modified without the other
maps getting in the way. You can also click on the "Filter
Selected Faces" button to hide the unselected maps
but I prefer to have all maps visible so that I don't
apply a map to a texture area that is already used.
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Figure 29 Texture maps with the top selected

Figure 30 Moving maps

Figure 31 Filter selected faces tool

Figure 32 Adjust and view results

Figure 33 Freeform Mode button

Figure
34 Using custom map size and tiled bitmap(tga).
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Once you have the top's mapping selected and positioned
in the center of the screen make sure the "Freeform Mode" button
is selected and place the cursor over the small yellow
bottom right square. The cursor should change to a triangle.
Click on the corner and drag the frame of the mapping
to the left and down. As you move the mapping the texture
should change on the top of the main base. If you cannot
see the texture on the Main Base properly click on the "Zoom" or "Arc
Rotate" buttons on the bottom right of the screen and
change the view so that you can see the textures. Once
you have a result similar to figure 32 you can close
down the window.
Now we need to map the sides and the base to the Main_01
texture. To do this select the Unwrap UVW modifier again
and select the "Select Face" option. Then holding down
the control key select one side and one end of the mesh
as shown in figure 35. Do not select the entire sides
and ends as the other half will be mapped to a different
location on the texture.Once you have the required faces
selected click on the "Planar Map" button and then click
on the "Edit" button.This will bring up the "Edit UVW's" window
again. Move the map into location as shown in figure
36
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Figure
35 Faces selected

Figure
36 Mapping in location

Figure
37 Final underside mapping
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Do the same for the other side and end but place the
textures on the next white strip.
As the base does not get seen much it can be mapped
to a very small portion of the texture. Use the "Arc
Rotate" button to move the view so you can see the underside
of the Main Base. Make sure the "Unwrap UVW" and the "Select
Face" is still selected and select the base of the Main
Base. Click on the "Planar Map" button again and click
on the "Edit" button. Move the mapping to the small white
square on the texture and close the "Edit UVW's" window
down.
You have now successfully created and textured the Main
Base for the locomotive.
Chapter 2
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