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This issue (until it can be a wiki page) will collect tips and tricks that I have learned about modeling for Locomotion.
2025-02-16 The plugin treats +x as the forward direction, not +y like Blender tries to make you do.
2025-02-16 I have found 1:2.5 scale (40%) to be a good scale for this plugin. So 1 meter in blender 2.79 is 2.5 real life meters.
2025-02-16 I use modern blender (specifically 4.2.3) to model the rolling stock, then import them into 2.79 using .fbx as the file transfer medium. Don't bother with texturing while modeling, just set up the material slots how you think you will need them and optionally color them so you know which color goes where. The final materials will be created in 2.79.
2025-02-16 You can configure units in modern blender to scale things based on measurements from a scale model. The Unit Scale parameter in the Scene tab is the measure of how many measurement units per base unit you want. The equation to calculate this for a scale model is measurement units/base unit * model scale.
Measurement unit
Base unit
Model Scale
Unit Scale
mm
ft
1:87
3.503
mm
m
1:87
11.49
mm
ft
1:76.2
4
mm
m
1:76.2
13.12
2025-02-16 One tile in game is 32 x 32 x 32 pixels. Because of the camera angle, a pixel is not a perfect cube.
Unit
Scale
Base Unit
Width
Height
Tile
1:2.5
m
4
3.266
Tile
1:1
m
10
8.165
Tile
1:1
ft
32.8
26.77
Tile
1:1
ft
32' 9 11/16"
26' 9 3/4"
Pixel
1:2.5
m
0.125
0.102
Pixel
1:1
m
0.3125
0.255
Pixel
1:1
ft
1
0.816
Pixel
1:1
ft
1'
9 3/4"
2025-02-16 You can add more lights to illuminate specific details. Blender 2.79 even allows you to specify if the light only affects diffuse or specular lighting. The latter is very useful for picking out small details. Be careful not to add too many lights, because it can make the model look washed out.
2025-02-16 Use bevels to add edge highlights
2025-02-16 The longest you want any single vehicle body to be is just under 2 tiles, as the game has a sprite width limit of 128 pixels, at least for trains and trucks. In 1:1 scale, 2 tiles is 20m long or 65.6ft. I recommend going no longer than 62ft for the main body of the vehicle.
TODO: talk about these topics
Setting up materials
Setting up load sprites
The text was updated successfully, but these errors were encountered:
This issue (until it can be a wiki page) will collect tips and tricks that I have learned about modeling for Locomotion.
2025-02-16 The plugin treats +x as the forward direction, not +y like Blender tries to make you do.
2025-02-16 I have found 1:2.5 scale (40%) to be a good scale for this plugin. So 1 meter in blender 2.79 is 2.5 real life meters.
2025-02-16 I use modern blender (specifically 4.2.3) to model the rolling stock, then import them into 2.79 using .fbx as the file transfer medium. Don't bother with texturing while modeling, just set up the material slots how you think you will need them and optionally color them so you know which color goes where. The final materials will be created in 2.79.
2025-02-16 You can configure units in modern blender to scale things based on measurements from a scale model. The
Unit Scale
parameter in the Scene tab is the measure of how many measurement units per base unit you want. The equation to calculate this for a scale model ismeasurement units/base unit * model scale
.2025-02-16 One tile in game is 32 x 32 x 32 pixels. Because of the camera angle, a pixel is not a perfect cube.
2025-02-16 You can add more lights to illuminate specific details. Blender 2.79 even allows you to specify if the light only affects diffuse or specular lighting. The latter is very useful for picking out small details. Be careful not to add too many lights, because it can make the model look washed out.
2025-02-16 Use bevels to add edge highlights
2025-02-16 The longest you want any single vehicle body to be is just under 2 tiles, as the game has a sprite width limit of 128 pixels, at least for trains and trucks. In 1:1 scale, 2 tiles is 20m long or 65.6ft. I recommend going no longer than 62ft for the main body of the vehicle.
TODO: talk about these topics
The text was updated successfully, but these errors were encountered: