Creating Real Life Objects to TS

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Creating Real Life Objects to TS

Unread postby TFOLRailfan » Thu Nov 14, 2019 10:59 pm

If I were to create a real life building, vehicle, or a sign for example a gas station or a apartment complex, how would I create that into a 3D software without having blueprints or measurements of that object. I use Blender for modeling. I use it to make child objects or decals.
Any response will be appreciated.
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Re: Creating Real Life Objects to TS

Unread postby buzz456 » Fri Nov 15, 2019 9:00 am

Back a hundred years ago or so we had a class called drafting, ya know with pencils and paper and all that kind of stuff. One part they taught us was perspective drawing. I bet the internet is still full of references to that. It allows you from one photo taken from a certain angle to pretty accurately determine various dimensions on a object. A little research down that rabbit hole should get you a long way towards some dimensions so you can start your model.
Good luck and share as you go .
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Re: Creating Real Life Objects to TS

Unread postby TFOLRailfan » Fri Nov 15, 2019 9:42 am

buzz456 wrote:Back a hundred years ago or so we had a class called drafting, ya know with pencils and paper and all that kind of stuff. One part they taught us was perspective drawing. I bet the internet is still full of references to that. It allows you from one photo taken from a certain angle to pretty accurately determine various dimensions on a object. A little research down that rabbit hole should get you a long way towards some dimensions so you can start your model.
Good luck and share as you go .
!!det!!


Sounds good. Thank you! :D
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Re: Creating Real Life Objects to TS

Unread postby cnwfan » Fri Nov 15, 2019 9:43 am

Search Google for reference photos, plans, and standard dimensions of various building objects... like bricks, doors, windows, etc). For me, the biggest thing is a good reference photo(s). I try to glean some dimension from the photo, and then use that measurement to start blocking out the building in Blender. Just make sure all the objects on the building (doors, windows, details) are proportionally sized to your base building object. Proportions are so important.

There are lots of Blender building tutorials on Youtube. I would start watching them and practicing in Blender. Don't worry about getting something into the sim. Just concentrate on the modeling and keeping everything proportionally sized. Once comfortable with the modeling, then start concentrating on UV unwrapping and texturing. In your post, you stated that you've made child objects in Blender. Making a building is the same process, only on a bigger scale. Good luck, and enjoy the journey.
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Re: Creating Real Life Objects to TS

Unread postby TFOLRailfan » Fri Nov 15, 2019 10:23 am

cnwfan wrote:Search Google for reference photos


By reference photos do you mean an image with dimensions?
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Re: Creating Real Life Objects to TS

Unread postby cnwfan » Fri Nov 15, 2019 12:08 pm

TFOLRailfan wrote:By reference photos do you mean an image with dimensions?


In my experience, the only images I've ever found on Google with dimensions are 2D plans. But what I was referring to were actual photograph images of the building. Even with 2D building plans, you'll still want to have photos showing a 3D perspective of the building. It just helps with object placement and keeping things in proportion. And with the absence of a 2D building plan, you'll need a photographic image of some kind to model by. I've even used street level images from Google Maps for reference. The more reference images you have of the building being modeled... the better. But, if you only can find a single photographic image of the building, try to make sure it shows the front and 1 side (like a 3 quarter view roster shot of a locomotive).
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Re: Creating Real Life Objects to TS

Unread postby Chacal » Fri Nov 15, 2019 2:19 pm

If your purpose for creating a building is to include it in TS, then proportions are more important than precise dimensions.
Also the overall feeling of the building is more important than exactness. Follow your intuition.

For example you can build the U.S. Capitol in one hour, using a few white boxes and a dome, then texturing them with photos found on Google.
Viewed from a distance and from inside a locomotive cab, it looks just as real as a 12000-mesh model made from builder's plans.
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Re: Creating Real Life Objects to TS

Unread postby RailWanderer » Sun Nov 17, 2019 10:31 am

I agree with Chacal, I have made many of my buildings, even the trackside ones, from just using the proportional method. Knowing a bit about architecture helps, but precise multi-1000 poly builds aren't always necessary as most times they are seen in a flash as you roar by them on your route. Stopping stations, and freight houses that you may spend a bit of time operating near would be better choices for the more detailed build, but still don't have to be exact to the drawing specs, just proportionally correct. You will also spend less time on your models when using the proportional method. One of the key things to building are learning those key operations that make good detail from less polygons, like making a tiled roof that has all the layers showing, roof, moldings, and support layers that are small but add to the detail, another proportional thing, but always think, do I really need that?

I hope that helps.
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