Modeling
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− | N3V Games uses Autodesk 3DS Max for internal modeling needs | + | [[N3V Games]] uses Autodesk 3DS Max for internal modeling needs, but supports any modeling package which can export [[FBX file format]] with certain model characteristics. |
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== Introduction to Trainz modeling == | == Introduction to Trainz modeling == | ||
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The following guides describe best practices for modeling in various scenarios, including a discussion of techniques, polygon counts, etc. | The following guides describe best practices for modeling in various scenarios, including a discussion of techniques, polygon counts, etc. | ||
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* [[Modeling Splines]] | * [[Modeling Splines]] | ||
* [[Modeling Scenery]] | * [[Modeling Scenery]] | ||
+ | * [[Material sharing]] | ||
+ | * [[Normal_map]] | ||
+ | * [[Texture atlas]] | ||
+ | * [[Attachment Points]] | ||
+ | * [[Level of Detail]] | ||
* [[Runtime Performance Statistics]] | * [[Runtime Performance Statistics]] | ||
+ | * [[Modeling Trains for Trainz]] - General Information for Artists | ||
+ | * [[Terminology]] | ||
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+ | == How To Guides == | ||
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+ | There is a large range of tutorial style [[HowTo|How To Guides]] created to assist content creators of every level learn more about specific aspects of Trainz. | ||
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+ | == Modern Content (TANE and Beyond) == | ||
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+ | Trainz is a long-running project and some content (both user-created, and supplied by N3V Games) is built to outdated standards. If you're new to content creation in Trainz, or have recently upgraded from an older version of the product, you should take some time to familiarise yourself with the capabilities of the product and the expectations placed on any new content. All content built for current versions of Trainz should comply with the following: | ||
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+ | * [[Art_Recommendations]] | ||
+ | * [[Physically Based Rendering]] | ||
+ | * [[Material_Types]] | ||
+ | * [[Level of Detail]] | ||
+ | * [[Effect Layer Assets]] | ||
+ | * [[normal map]] | ||
+ | * [[KIND Groundtexture]] | ||
== Modeling Resources == | == Modeling Resources == | ||
− | === | + | === Reference Tables === |
− | * [[Resources:_Fixed_dimensions]] | + | * [[Resources:_Fixed_dimensions | Table of fixed dimensions]] |
+ | * [[Resources:_Density,_weight,_and_volume_of_materials | Table of density, volume, and weight of materials]] | ||
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+ | === Books and publications === | ||
=== Maps === | === Maps === | ||
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[[Resources:_Images]] | [[Resources:_Images]] | ||
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==Examples== | ==Examples== | ||
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==Related Links== | ==Related Links== | ||
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[[ACS Coupling System]] - How to create models that use working couplings | [[ACS Coupling System]] - How to create models that use working couplings | ||
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[[Getting Started with Normal Mapping]] - Creating a simple model using normal mapping. | [[Getting Started with Normal Mapping]] - Creating a simple model using normal mapping. | ||
[[Material Types]] - Material types supported by Trainz. | [[Material Types]] - Material types supported by Trainz. | ||
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[[Exporting with 3D Studio Max]] - Material setup and exporting with 3DS Max. | [[Exporting with 3D Studio Max]] - Material setup and exporting with 3DS Max. | ||
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[[.texture.txt Files]] - What goes into a .texture.txt file | [[.texture.txt Files]] - What goes into a .texture.txt file | ||
[[Attachment Points]] - Information on attachment points | [[Attachment Points]] - Information on attachment points | ||
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+ | [[Help:AssetPreview|Asset Preview]] - Quickly previewing your model in-game, and collecting performance data. | ||
[[Category:Modeling| ]] | [[Category:Modeling| ]] | ||
{{ORP-bot}} | {{ORP-bot}} |
Latest revision as of 16:08, 12 June 2018
N3V Games uses Autodesk 3DS Max for internal modeling needs, but supports any modeling package which can export FBX file format with certain model characteristics.
Contents |
[edit] Introduction to Trainz modeling
The following guides describe best practices for modeling in various scenarios, including a discussion of techniques, polygon counts, etc.
- Modeling Guidelines
- Modeling Splines
- Modeling Scenery
- Material sharing
- Normal_map
- Texture atlas
- Attachment Points
- Level of Detail
- Runtime Performance Statistics
- Modeling Trains for Trainz - General Information for Artists
- Terminology
[edit] How To Guides
There is a large range of tutorial style How To Guides created to assist content creators of every level learn more about specific aspects of Trainz.
[edit] Modern Content (TANE and Beyond)
Trainz is a long-running project and some content (both user-created, and supplied by N3V Games) is built to outdated standards. If you're new to content creation in Trainz, or have recently upgraded from an older version of the product, you should take some time to familiarise yourself with the capabilities of the product and the expectations placed on any new content. All content built for current versions of Trainz should comply with the following:
- Art_Recommendations
- Physically Based Rendering
- Material_Types
- Level of Detail
- Effect Layer Assets
- normal map
- KIND Groundtexture
[edit] Modeling Resources
[edit] Reference Tables
[edit] Books and publications
[edit] Maps
[edit] Plans
[edit] Images
[edit] Examples
TBD.
[edit] Related Links
Content Types - Using your models to build one of the supported Trainz content types, such as locomotives, scenery, and track.
ACS Coupling System - How to create models that use working couplings
Getting Started with Normal Mapping - Creating a simple model using normal mapping.
Material Types - Material types supported by Trainz.
Exporting with 3D Studio Max - Material setup and exporting with 3DS Max.
.texture.txt Files - What goes into a .texture.txt file
Attachment Points - Information on attachment points
Asset Preview - Quickly previewing your model in-game, and collecting performance data.