3D
Studio Max Locomotive Tutorial
Chapter
2. Main body
In
this tutorial you will learn how to create the main body of a locomotive
and texture it. The methods used to create the main body 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.
Create and resize a box.
The
first thing you need
to do is create a box for the body of the locomotive and resize it to
the following dimensions.
| Parameter |
Box1(Main
Body) |
| Length |
9.45 |
| Width |
1.6 |
| Height |
2.3 |
| Length
Segments |
1 |
| Width
Segments |
1 |
| Height
Segments |
1 |
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2.
Relocate the box
Once you have created
the box we need to move it into location. Select the box and type in
the following dimensions.
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Figure
1 Results after resizing and moving box |
3.
Beveling the end
Select
the Main Body and convert it to editable mesh. Then click on the
"Edge" select icon and select the rear upright edge and
chamfer the edge 0.6m. Do the same for the other side and you should
end up with
a result similar to figure 2. As the angles ar not quite right for
the rear of a locomotive we need to move the two rear upright edges
closer together. Select each edge and move them in 0.1 of a meter.
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|

Figure
2 Chamfer results
 Figure
3 Edge move results |
4.
Beveling the top edges
Select
all the top edges except for the front edge as shown in figure 4 and
type 0.05 into the chamfer box which will give the result shown in
figure 5. Without deselecting the edges type in 0.02 into the chamfer
box. You should now have the result shown in figure 6
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Figure
4 Top edges selected

Figure
5 Result after first chamfer

Figure
6 Result after second chamfer |
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5.
Deleting unwanted faces
To reduce
the poly count of the Main Body we need to delete any unseen polygons.
To do this you need to rotate the view so that the underside of the
Main Body can be seen. Then select "Polygon" sub-object and then
select the front face and the base of the Main Body. Once they are
selected hit the delete button to remove the polygons.
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Figure 7 Polygons
selected for removal
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6. Adding
a Smooth modifier
To get
the newly chamfered edges to look better we need to add a "Smooth" modifier
to the stack. Expand the "Modifiers" list and select "Smooth" form
the list. Select the "Auto Smooth" check box and the chamfered
edges should look like figure 10.
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Figure
8 Smooth modifier.

Figure
9 Smooth modifier settings

Figure
10 End result
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7. Texturing
The
first thing we need to do is to apply the Main_01 texture onto the Main Body.
Open up the "Material Editor" select the first globe and drag it to the Main
Body. An alternate method is to select the main body, select the Main_01
texture and then click on the "Assign Material To Selection" button |

Figure 11 Assign
Material to Selection button
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Once you have the material on the Main Body add an "Unwrap UVW" modifier
to the stack. Select the right side of the Main Body and click on "Planar
Map" and then "Edit". When the "Edit UVW's" window
opens move the map into location as shown in figure 12. Once you have
the side mapped correctly
and all the lines appear to be the same thickness then select the three
faces on the rear of the Main Body and click planar map.
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.Figure 12 Right
side mapping
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Once you have the side mapped correctly and all the lines appear to
be the same thickness then select the three faces on the rear of the
Main
Body and click planar map. Move the texture map to the Rear section of
the map and align in with the right side using the red lines on the texture.
To get the textures to match as close as possible zoom in on the Main
Body
and you will be able to see any misalignments better. To fine tune the
mesh movements zoom in on the "Edit UVW's" window.
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.Figure 13 Unaligned
textures

.Figure
14 Correctly aligned textures
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Now that we have the right side and the rear of the Main Body textured
we need to texture the top including the radius edges. Hold down the
Control key and select the faces as shown in figure 15. Once you have
all the faces selected before we click on the "Planar Map" we
need to change a setting. In the "Sub Object Params" section
change the setting from "Averaged
Normals" to "Z" as shown in figure 16. This will allow
the map to be flattened out correctly. Once you have done this you can
click the "Planer Map" button
and open the "Edit UCW's" window if it is not already open.
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.Figure
15 Correctly selected faces

Figure
16 Planar map settings
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The first thing you will notice is that the map outline is not in
line with the texture as shown in figure 17. To fix this we need to rotate
the
map which can be done in two ways. The first method is to select one
of the
boxes
along
the side
of the mapping and a semi circle with an arrow should appear. Click and
drag the map around to the correct rotation which is -90 degrees. The
second method is much easier. Towards the bottom right of the "Edit UVW's" window
you will see the button " Rotate -90" click on it once and
the map should be rotated correctly. Now we can move the map into location.
Once again
we use the red lines to align the top textures with the right side texture.
As the top of the loco does not normally have any logos or writing on
it
it does not really matter about alignment with the rear texture.You should
end up with a result similar to figure 18 and 19.
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.Figure
17 Mapping results

.Figure
18 Correctly aligned textures

.Figure
19 Mapping in new location |
Now we can map the final side of the Main Body. Use the "Arc View" to
rotate the viewport around to the left side of the loco, select the
side, make sure you change the "Sub Object Params" back to "Averaged
Normals"
first and then hit the "Planar Map" button and open the "Edit
UVW's window. Now for the hard part. For the left side you not only have
to align the
textures up with the top but also with the rear of the Main Body. Once
again for fine tuning the textures zoom in closer. Remember however if
you zoom in too far the texture map outlines will disappear. Once you have
the left side mapped turn off the "Filter Selected Faces" button
and you should have a result similar to figure 21.
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Figure
20 Left side map aligned correctly

Figure
21 Final complete mapping
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The end result of the texturing should look like figure 22
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Figure 22 Final
result
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You have now successfully created and textured the Main Body for the
locomotive.
Chapter
3 |