i have been working on this for a few days so i want to see what people think.
clearly it dose need some textureing work and a bit of modeling but would you guys like to see this train in train fever?
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Looking at OlaHaldors and PaTronds delicous projects, I'm quite excited to welcome another Norwegian modder!
Obviously the model requires little more work, but it looks really promising already... Looking forward for some updates

btw. For those who never saw this train (like me) before, thats the original I guess:
[Blockierte Grafik: http://www.jernbane.net/upload7/thumb_bm9205.jpg] -
yeah i im doing alot of remodeling to the train at the moment but if someone could please get a picture of the side
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I'd recommend you find photos of the front and sides, and then start building the profile so it matches the photos. Right now it's a bit too boxy.
Even though it's low res, the photo Captain Jack attached shows there's a slight curve on the sides, as well as on the front part.Every person have their own way of modeling of course, but I'd recommend that for now - focus on shape rather than texture and color. Nail it. Then move on.
I spent almost a week trying different techniques to nail the shape of the flirt. And I've spent a whole lot more on research and adding details.Good luck!
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yep i see that i already added that i will post it
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here is the new model
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looks very nice i cant wait to get it in the game
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Some tips for me: Get good at using one 3D program. Both 3DS Max and Blender are great. 3DS Max is of course more powerful and fancy, but Blender is free and used by quite a few indie developers. Blender still does a great job!
Box modelling is a very nice technique when making models for games, as it's very easy to control the poly count with that technique. The way I work is by starting with primitive object; box, plane, tube, cylinder, whatever, to then roughly put lines where I want them to go. I add loops/ continuous line where I need/ want them. In other words I'm adding polies by splitting polies. I understand that this might be over the head of many modders, but this is something you should do research on if you don't know what it is. A goal when modelling is to keep the poly count as low as possible at any time, not only because it saves computing power in games, etc. but because it's easier for you to work with. The next goal is to keep polies as "quads", or polygons with 4 vertexes. Yes you can break this rule, but you should know what you're doing when you do.
When you have learned basic modelling, it's a good idea to observe what more experienced modellers do. I study 3D, and the first year we made a face, and looked for wireframes of faces. Starting with a plane and dragging new polies out of that one plane until you've made a loop around the eye is a great way of learning more advanced modelling, yet in an easy way. Slightly funny thing is that some friends and I experimented with a first year student, just a few weaks into the school year learning the student facial modelling after ordinary study time. That student got an internship after half a year, so it's a good way of learning.
Anyway, here's a wireframe of my train, if it tells you anything on how I worked:
Edit: I might be holding a twitch stream on my next project where I'll try to explain a bit of what I do along the process, aswell as taking questions. It will be in 3DS Max, though.
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thanks and i use both 3dsmax and blender
