Is there another source that you could use?None at all mate
The youtuber is the best help I've really got, I can understand he takes his time! But I can be a bit impatient Just trying not to be
I have to restart the Tangara models as I've made a few mistakes on both the T and G power cars, I am considering modelling the Tangara's in 3ds Max as Blender is being a bit of a pest with cuttings and loop cuts on some areas. Blender has always had a bug with loop cuts on angled surfaces and triangled faces, I have tried making the faces as quads but it's just not working out because of the cab angle design
I do have a huge help with the Auscision Models Tangara, saves me a lot of time downloading photos as I can't even get to Sydney to get photos myself so I can only use what I have available
As for getting the models into TS20xx it's pretty straight forward! Just naming them is the reason why I need the youtubers help with especially the pantograph, cab controls and more
If only Dovetail Games provided a complete part naming list than I wouldn't really need much help from the youtuber
I'm also trying to figure out how am I going to make the textures perfectly, I'm not exactly the best or greatest person at making textures and I do have loads of paint programs to do them but the Tangara texture is going to be a challenge
Which youtuber are you waiting for? Even if you cant get the naming conventions for parts now that shouldn't stop you from building if you wish to. You can always change part names later.
You cant get a loop cut to work through a triangle. If you have a triangle in way, select the edge, right click it and Dissolve Edges, depending on your geometry, that may help.
As for texture creation, no more crappy hand drawn textures for me. I'm using Blender to do the bulk of the work in creating the textures for my models.
I have started modelling really highly detailed models that include all bolts, raised and recessed panels that the real world object has. I can then use blender to render images that I collate into textures that I can apply to a lower detailed models.
The following is a summary of what I do. Dont be put off by all the steps below. Once you know how to do this it takes ~10 minutes per model to setup. I do this early on as I keep rendering new images as I keep adding details.
I have started using a single 4096x4096 texture for my loco models to cut down on the draw calls.
Create the model. No need to unwrap the model yet.
Change the render output properties to 4096 x 1000 with % at 100. The 1000 pixel height can be adjusted to suit later.
Add a camera.
Move the camera so it is perpendicular to the side and looking directly at the model.
Change the camera type from Perspective to Orthographic.
Make the camera the Áctive camera by using CTRL + Numpad 0
I now have a side on view of my model from the camera's viewpoint.
Change the Orthographic Scale for the camera in Object Data Properties so that my model fits into the entire width of the camera view. I then have to use the move tool to move the camera in the Y and Z axis to get everything centered.
In the Shader Editor I add an Ambient Occlusion Input via a ColourRamp and plug it into the Base Colour of the BSDF. See screenshot.
Now I press F12 to start the render the Ambient Occlusion image for me. These renders highlight raised details, darkens recesses and generates realistic gradient shading.
I save that rendered image that is 4096 pixels wide.
I import the rendered image into my 2D graphics program (GIMP).
I move the image to where I want it on the final texture and export the 2D image as a 4096x4096 image. I then apply that image back to my model in the Shader Editor by using an Image Texture plugged into the Base Colour of the BSDF (unplugging the AO).
Now I map and unwrap my model to that texture. I commonly use the Project from View unwrap method when I have a perfectly perpendicular view of the model. The unwrap the proportions will be almost 100%. I just have to scale and move the unwarp and it is normally within a pixel or 2. No more stretching and fiddling with texture alignment.
Now I take that camera, make a copies of it and move those copies so that they look to the other side, front, rear, top of the model and then render AO for those different views. I dont change the Orthographic Scale on the camera and the resultant rendered images will be to the same 'scale'.
Again I import these renders into the 2D program and export back to the texture to apply to the model.
So in time I have a model that is unwrapped to the AO renders that blender created for me. In my 2D graphics program I overlay the AO layers with layers of the colours of the livery I am applying to the model. Using overlay modes like Burn / Dodge the colour and AO layers result in a blended image.
I could add weathering in the 2D program but it is my intention to take it to the next level and learn Blender Rendering and get Blender to render the final textures. If I get good enough, hopefully photo real textures. I don't have this level of skill yet but that is what I'm trying to learn now.
If you think this is something you would want to do and you have problems or need help, let me know and I will help if I can.