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Let's
make our own bogies!
Start-up
3DSMAX and load in your myloco.max file.
Let's
delete the Dash 9 bogies and wheels. Hit the H key. In the Let's
hide everything except for the Blue Print Box. In the Top
viewport, click on the Blue print box to select it, then click on
the Display tab and click on the Hide Unselected button.
Also,
let's turn off the 3D Snap Toggle icon - below the perspective
viewport...
Let's
make a bogie. Click on the Create tab and click on the Box button.
Click on Generate Mapping Coordinates also. In the top viewport,
drag out a box to approximate the bogies in the blue print drawing(don't
worry about being accurate for now).
After
you release the mouse button, push the mouse forward some while
you look in the front window. Drag out the depth of the box, but
don't worry about the size - we'll fix it later as well.
Make
this box see-through like before. Right-click on the box and choose
Properties. Click on See-Through and hit OK.
Let's
rename the box. In the Create panel, click on the text field
and rename box to BOGIE1.
Let's
try to align the box now. Make sure that the Move icon is
selected. In the Left viewport, try a combination of moving
the box and adjusting the box Length under Parameters
in the Create panel. Do the same thing with the height.
In the
Front viewport, try moving the box to the center of the locomotive's
width. You can do this easier buy right-clicking on the Move
icon to bring up the Move Transform Type-In dialog box. Under
Absolute:World, in the text field to the right of X:
type in 0.0 and hit ENTER on the keyboard. Adjust
the Width value under Parameters in the Create
panel to match the drawing.
Let's
assign the shader to the bogie. Open the Material Editor. Make
sure that the shader in the second row in the first slot is selected
and click on the Assign Material to Selection icon. Go ahead
and close the Material Editor.
Let's
convert the box to an Editable Mesh so we can model the bogie
alittle bit more. In the Create panel, in the list box under
the Modifier List, right-click on the word box and
select Convert to Editable Mesh.
Rotate
the Perspective view so you can see the top of the box. In
the Modify panel, click on the Polygon icon and make
sure that Ignore Backfacing is ON.
Now,
click on the top polygon of the box in the Perspective viewport
to select it. In the Modify panel under Edit Geometry,
click on the Extrude button and in the text field to the
right, type in 0.17 and hit ENTER.
We want
to scale this top section in length alittle bit to match the drawing
so, select the Non-Uniform Scale icon at the top of the screen.
(Remember, its available if you click and hold on the Scale
icon - a drop down menu will appear - select the second icon down).
Right-click on the Non-Uniform Scale icon to bring
up the Scale Transform Type-In dialog box. Under Offset:World,
in the text field to the right of Y: type in 80
In the
Modify panel under Surface Properties, under Material,
in the text field next to ID: type 1 and hit ENTER.
Let's
also turn off see-through so we can see the texture on the bogie.
Right-click on the bogie and choose Properties. Uncheck
See-Through and hit OK.
Hmmm....that
doesn't look to good. We need to add better texture mapping coordinates.
Go to the Modifier List rollout.
Under
UV Coordinate Modifiers, select UVW Map.
Since
we are mapping the side view, in the Modifier Panel, under
Alignment, choose X.
You should
see the mapping gizmo in the Left viewport.
RIght
now, the texture is rotated the 90 degrees the wrong way, so we
need to rotate it back. In the Window below the Modifier List,
find the UVW Mapping modifier and click on the plus sign
to the left. Click on Gizmo.
Now we
can manipulate the mapping.
Click
on the Rotate Icon at the top, middle of the screen
to the right of the Move icon.
In the
Left viewport, move the mouse over the blue dot with the
yellow Z. Click and drag the mouse up until the gizmo is
90m degrees vertical.
You can
see the degrees by looking at the read-outs just under the Perspective
viewport. Watch the Z: degree
Under
Alignment, hit the Fit button.
Now,
we need to edit those UV coordinates. Go to the Modifier List
Rollout and under UV Coordinate Modifiers, select Unwrap
UVW.
In the
Modifier panel, hit the Edit button.
Hey!
This time we don't get the texture in the background! Don't worry,
here's how we fix this. Click on the roll-out in the upper
right corner of the Edit UVW window. and select Pick Texture.
The Material/Map
Browser window will pop-up. In the middle left of the window,
under Browse From: click on Selected. A new list should
show up in the lister box to the right. Double-click on the
first item in the list. Now we should see the texture map!
Use the
same techniques introduced in Tutorial#2 to align the UV coordinates
to the texture map.
Once
you have it aligned, let's collapse the stack, just right-click
in the window below the Modifier List and select Collapse
All.
A warning
dialog will pop-up, just hit Yes.
Let's
start making a wheel. First, hide the bogie - Click on the Display
tab and hit the Hide Selected button.
Click
on the Create tab and hit the Cylinder button. In
the left viewport, click in the center of the first wheel
in the Blueprint. Drag it out to approximately the size in the drawing.
After, move the mouse up a little to give the cylinder depth. Don't
worry about being accurate here - we'll fix it later.
In the
Create Panel, change the name of the cylinder to WHEELS11.
Now,
let's get the wheel accurate - In the Create panel, under
Parameters, make Radius: 0.611 make Height: 0.157
make Height Segments: 1 make Sides: 14 Also, click
on Generate Mapping Coords.
Let's
also center the pivot on the wheel. Click on the Hierarchy
tab (it's the tab to the right of the Modify tab) Under Move/Rotate/Scale,
click on the Affect Pivot Only button. Under Alignment,
click on the Center to Object button.
Click
on the Affect Pivot Only button again to turn it off.
One last
thing, let's position the wheel. Make sure that the Move
icon is active. Right-click on the Move icon now to
bring up the Move Transform Type-in dialog box. Under Absolute:
World make X: -0.796 make Y: 6.645 make Z:
0.618
Go ahead
and close the dialog box.
Now we
are ready to texture map the wheel. We'll do the same thing that
we did for the bogie. Let's convert the wheel to an Editable
Mesh In the Create panel, in the list box under the Modifier
List, right-click on the word Cylinder and select
Convert to Editable Mesh. In the Modify panel, click
on the Polygon icon and make sure Ignore Backfacing
is off.
Make
sure that the Select Object icon is active and in the
Left viewport, drag-select a rubber-band box around the whole
wheel. Open the Material Editor and click on the Assign
Material to Selection icon. Go ahead and close the Material
Editor.
In the
Modify panel under Surface Properties, under Material,
in the text field next to ID: type 1 and hit ENTER.
Go to
the Modifier List rollout. Under
UV Coordinate Modifiers, select UVW Map.
Since
we are mapping the side view, in the Modifier Panel, under
Alignment, choose Z.
Now,
we need to edit those UV coordinates. Go to the Modifier List
Rollout and under UV Coordinate Modifiers, select Unwrap
UVW.
In the
Modifier panel, hit the Edit button.
Hey!
This time we don't get the texture in the background again! Click
on the roll-out in the upper right corner of the Edit UVW
window. and select Pick Texture.
The Material/Map
Browser window will pop-up. In the middle left of the window,
under Browse From: click on Selected. A new list should
show up in the lister box to the right. Double-click on the
first item in the list. Now we should see the texture map!
Use the
same techniques introduced in Tutorial#2 to align the UV coordinates
to the texture map.
Once
you have it aligned, let's collapse the stack, just right-click
in the window below the Modifier List and select Collapse
All.
A warning
dialog will pop-up, just hit Yes.
Let's
start making copies of the wheel. Select the Move icon and,
in the Left viewport, hold the SHIFT key down while
you drag the wheel to the right and align it with the drawing. A
Clone Options dialog box will show-up. Under Object,
make sure that Copy is selected. In the name field, type
WHEELS12. Click on OK.
Let's
select both of our new wheels. Hold the CNTL key down on
the keyboard and click on WHEELS11. both wheels should now
be selected.
Make
sure that the Move icon is active, and in the Front
viewport, hold SHIFT and just click on the wheels. The Clone
Options dialog will appear. Make sure that Copy is selected
and click on OK. We need to move these new wheels - right-click
on the Move icon to get the Move Transform Type-in
box. Under Offset: Screen make X: 1.592
Select
WHEELS11 in the Perspective viewport. In the Modify
panel, under Edit Geometry, click on the Attach List
button. Select WHEELS13 and hit Attach.
Select
WHEELS12 in the Perspective viewport. In the Modify
panel, under Edit Geometry, click on the Attach List
button. Select WHEELS14 and hit Attach.
We need
to do one more thing with these wheels. We need to reset the transformation
matrices for each wheel. The transformation matrix contains offset
information about how the object was moved and rotated. We want
to get rid of this offset information.
Here's
what happens if you don't get rid of this offset information.
To keep
this from happening to you, do this: select WHEELS11 then
Click on the Utilities tab (It's the tab on the farthest
right - it looks like a hammer). Click on Reset Xform, then
down below, click on the Reset Selected button. Click on
the Modify tab and right-click in the window under
Modfier List. Select Collapse All and hit Yes to the
warning dialog box that follows. Do these same steps for WHEELS12.
We should
now have two sets of wheels that are reset. Select Both sets of
wheels using CNTL select.
Let's
unhide our bogie - Click on the Display tab and hit the Unhide
By Name button. The Unhide Objects dialog box will appear.
Select BOGIE1 and click on Unhide.
Link
the wheels to the bogie. Click on the Link icon and in the
Perspective viewport, move the mouse over one of the wheels
until the mouse pointer turns into the Link icon - click
and drag over to the bogie.
Click
on the Select Object icon to turn Link off.
Let's
make a copy of this bogie for the rear. CNTL select the two
wheels and the bogie in the Left viewport. Select the Move
icon and hold SHIFT while you drag the bogie and wheels to
the right and align it with the drawing. The Clone Options
dialog will appear. For the name, type BOGIE2 and hit OK.
BOGIE2
already has the new wheels linked, but we need to rename them. Hit
the H key to bring up the Select Object box. Select
WHEELS13. In the upper right side of the screen, rename WHEELS13
to WHEELS21.
Hit the
H key to bring up the Select Object box again. Select
WHEEL14. In the upper right side of the screen, rename WHEELS14
to WHEELS22.
Now,
only select the two bogies. Let's unhide everything now - click
on the Display tab and click on Unhide All. Click
on the Link icon and in the Perspective viewport, Move the mouse
overone of the bogies until the mouse pointer turns into the Link
icon. Click, then drag over to the loco body.
Click
on the Select Object icon to turn Link off.
Go ahead
and save your work.
Once
again, before we export, select the BluePrint box only. Hit the
DELETE key on the keyboard. Go ahead and export it as myloco2000.3ds
and save it in the myloco directory.
Quit
out of 3DSMAX. A dialog box will pop-up asking, "Do
you want to save your changes - hit NO. (Remember,
we saved the file before when we still had the blueprint cube...)
Go ahead
and double-click on convertmyloco.bat, then run MSTS and
take a look at the new bogies!!
Also,
We'd like to repeat our special request - If you find these tutorials
are useful and you end up making locomotives and posting them so
others can use them, please direct people, in your post to www.trainartisan.com
This
isn't really for credit so much as, if people look at your work
and like it, they might want to try creating a locomotive too -
show them where to get the info. We make these tutorials because
we want to share - help us in sharing this knowledge with others!
Thanks,
from the Trainartisan team.
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