Gmax Shiny
Wheel Tutorial
In this
tutorial you will learn how to create an axle add the textures, map
the textures and apply a shiny texture to the bogey wheels suitable
for rolling stock. The methods used to create the object and apply
the shiny textures can be adapted to any Trainz object. Note. To complete this tutorial you will need
to have the texture files which can be downloaded here. To assist in the
presentation of this tutorial I have changed the viewport settings
to shade selected faces. This is done by
selecting the text in the top left corner of the viewport and selecting "Configure..." and
then selecting the "Shade selected faces" checkbox. |
To complete these tutorials with the dimensions listed herin
you will need the following setup
1. Open the "Preference Settings" from the "Customize" menu. Under
the "General" tab set the system unit scale to 1.0 units = 1m
2 Open the "Units Setup.." form the "Customize" menu and set the units
setup to Metric Meters.
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1. Create cylinders.
The
first thing you need to do is create 3 cylinders. At this point it
does not matter what size they are.
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Figure 1 Cylinder
tool

Figure 2 Cylinders
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2. Resize cylinders
Once
you have created three cylinders we need to resize them. You will need
to select a cylinder and then switch to the "Modify" panel.
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Figure 3 Modify
menu with one cylinder selected
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For
each of the three cylinder you will need to enter the following dimensions
NOTE Dimensions will give a 36" wheel with a 4 3/4" axle.
| Parameter
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Cylinder 1(Axle)
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Cylinder 2 (Wheel)
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Cylinder 3 (flange)
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| Radius
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.06
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.457
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.497
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| Height |
2.2
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.1
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.04
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| Height Segments
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1
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1
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1
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| Cap Segments
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1 |
1 |
1
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| Sides
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12
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18 |
18
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Figure 4 Results after resizing
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For
the axle I have used 12 sides as this gives a reasonably low poly count
without looking too squarish. The same
with the wheel and flange which is set at 18 sides. The more sides the more
polygons required and more processing power to display it in Trainz.
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3. Converting to mesh
The
next step is to convert the wheel 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.
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Figure 5 Converting
to Editable Mesh
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Now we can remove
some unnecessary polygons. Select the wheel and then on the modifier
list
expand the "Editable Mesh" entry and select "Polygon".
Then click on the top of the wheel and the entire top should be selected.
Hit the delete button A message box will appear asking if you want
to "Delete Isolated Vertices?" Select "Yes"
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Figure 6 Expanded
Menu

Figure 7 Polygons
selected ready for deletion
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After you have deleted
the polys it will appear that the side of the cylinder is also partly
gone and the base of the cylinder has been deleted. This is because
the polygons for the sides and bases are one sided and when viewing
from behind they appear to be invisible.
4. Rotating
and moving
Select
one of the cylinders and then select
the rotate tool from the main tool button menu and type 90 into the
Y co-ordinate which is 90º. Do this for all the cylinders.
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Figure 8 Rotate
tool
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Now before we move
the cylinders into location we need to reset the pivot point to the
center of each object to do this we go to the "Hierarchy" menu
and select the "Affect Pivot Only" Then select an object
and click on "Center to Object". This moves the pivot point
for the object to the center of the object. Do this for all the objects.
Deselect the "Affect Pivot Only" when you are finished.
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Figure 9 Hierarchy
tab

Figure 10 Reset
pivot point

Figure 11 Highlighted
UCS icon.
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Now
we can position the cylinders. Select the move tool from the main tool
button menu. Type in the following
co-ordinates for each object:
| Co-ordinates
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Cylinder 1(Axle)
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Cylinder 2 (Wheel)
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Cylinder 3 (flange) |
| X
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0
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-.755 |
-.705
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| Y
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0
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0 |
0
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| Z
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0
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0 |
0
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Figure 12 Move
tool
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5.Applying
Textures
Now
that we have everything positioned correctly we need to attach the
wheel and the flange together. To do this we select the flange and under
the "Edit Geometry" section you will see "Attach".
Select it and then click on the flange and then deselect the "Attach" item.
Do not attach the axle yet. We can now apply the textures to the wheel
and axle. To do this we need to open the "Material Editor".
Select the Material editor icon and the "Material Editor" will
appear. Select "New" and then in the "New Material" dialog
box select the "Standard" entry. Expand the "Maps" menu.
Find the entry "Diffuse Color" click on the corresponding "None" item.
A new window will open called the "gmax Material Navigator".
and To switch between the textures open the "gmax Material Navigator" icon.
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 "BogeyTextures.tga" file.
(You may need to change the file type to view tga files).
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Figure 13 Material
Editor Icon

Figure 14a Material
Editor with no textures

Figure 14b Material
Editor showing Material #1

Figure 15 gmax
Material Navigator icon

Figure 16 gmax
Material Navigator with all textures loaded
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Now
select the "New" button and apply the "wheels.tga" texture
to the "Diffuse Color" slot and the "env_metal.bmp to
the "Reflection" slot. Change the value for the "Reflection" to
70. When you have completed the texture loading select the first materials
globe and drag it to both the wheel and the axle. 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 wheel we need to change it so that the bogey texture
is only shown on the front and rear of the wheel and the outside rim
and the shiny textures to the wheel's running surface and the flanges
face. To do this we need to add an "Edit Mesh" modifier
to the stack.
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Figure 17 Applying
an Edit Mesh Modifier
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We
now have to select the individual faces that we want the shiny texture
applied to. The easiest way to do this is to expand the "Edit
Mesh" modifier and then select element. Select the wheel then
change the "Edit Mesh" to polygon. Hold down the control
button and select the front face of the wheel. This should deselect
the wheel face. Hold down the control key and select the face of the
flange, you should have the result shown in figure 16. 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 17.
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Figure 18 Poly's
selected for texturing

Figure 19
Result after applying the shiny texture
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At this stage the textures
on the wheel don't appear to be shiny. This is because texture effect
such a reflection do not show up in the view port.
6.
Adding an "Unwrap UVW" modifier
Now
that we have applied the texture to the wheel and axle we need to map
the texture to the correct location. To do this we need to add an "Unwrap
UVW" modifier to both the axle and the wheel. 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 20 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 front face of the wheel and 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 21 Select
face

Figure 22 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 20. 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.
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Figure 23 Face
map selected and ready for aligning

Figure 24 Changing
Maps
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While the face of
the wheel is still selected we need to "Detach Edge Verts". To
do this right click the selected map and then select "Detach Edge
Verts" . This will allow us to detach the front face of the
wheel from the rest of the mapping.
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Figure 25 Detach
Edge Verts in the context menu

Figure 26 Map
manipulation tools.
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Before proceeding
any further we need to make sure the "Move" icon is selected.
Place the cursor over the selected map and move it to one side. Then
select the rest of the mapping and move it to one side. You can also
use the "Filter Selected Faces" icon to hide the other mapping
but I prefer to leave all maps visible that way you don't apply the
same texture area to two different mesh areas. Now we need to adjust
the mapping to suit the texture. To resize the map click on the corner
of the map and a the corner box should turn red. You can now drag the
corner of the map down or up to the correct size. Place the texture
as shown in figure 19. Continue selecting faces, selecting "Planr
Map" and moving resizing maps until you are happy with the locations
and you have a result similar to figure 19.
NOTE The texture
map outlines may be a different color in your version of Gmax |

Figure 27 Filter
selected faces.

Figure 28 Adjusting
and relocating maps

Figure 29 Final
mapping results.
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7. Creating the second wheel.
Now
that we have mapped all the textures to the correct location we can
now create the second wheel. Before we do this we need to convert both
items to "Editable Mesh". This will allow us to attach everything
together without upsetting the mapping. Next we need to mirror the
wheel from one side to the other. To do this select the "Mirror
Selected Objects" icon from the main toolbar. The "Mirror
World Coordinates" dialog box will appear. Select the X mirror
axis and type 1.51 into the "Offset" coordinate box and select "Copy" from
the "Clone Selection" section
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Figure
30 Mirror tool.

Figure 31
Mirror dialog box.
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Now we can attach
all the items together. Select the axle and attach the wheels. When
the
dialog box appears asking for "Attach options" select the "Match
Material ID's To Material" and click "OK". Then
give the object a meaningful name. If you selected a wheel and attached
the rest to it then you will need to reset the pivot point. At this
stage we also need to use the "Reset Xform" modifier. Select
the axle/wheel unit and select "XForm" from the modifier
list. You can also do the same by selecting "Reset XForm" from
the utilities menu and then clicking the "Reset Selected" button.
You will notice after applying the "Reset Xform" that the
rotation coordinates are reset to zero. There are other modifiers such
as smooth and mesh weights that can be added but this tutorial does
not cover their use. Once you have added the "Reset XForm" right
click on the axle/wheel and select "Convert to Editable Mesh" again.
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Figure 32 End
result
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8.
Exporting
Once
you have completed the mesh then we need to export it to the Trainz
format. Deselect everything and select "Export" from the file menu.
Type in a name with the .im extension. Then select the "Trainz format
[*.IM,*.KIN,*.PM]" entry from the file type drop box and click "Save".
If you have animations on the scene then select "Export" again and
this time type anim.kin as the file name. When the "Export Animation" dialog
box appears click on the "OK" button.
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Download this tutorial here as a PDF document.
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