A series of videos showing me creating OHLE using the new TS2014 system. The advantages of the new system are demonstrated in these nice videos from DPSimulation:
The OHLE will be used in the Trans Pennine route. Currently in the route OHLE created from individual parts is greatly increasing our tile asset count in complex areas such as Leeds station. I hope that the new system will help me reduce that asset count.
Note:
The source files will be available as a download at the bottom of this post once the tutorial is complete.
Here is the complete playlist of videos (in order).
Part 1 Laying out The Model
- Do lots of research to get all the measurements you need
- I chose to try a new method where I position a vertex at all the locations where I may need to "snap" objects to. These vertex's were all in a "markers" object and will not be exporter with the final model.
Part 2 Fleshing out the Model
Now that the markers are all positioned we begin fleshing out the model. I started making videos for this but they were all very very long with lots of umm's ahhs and hold on I made a mistake. So instead I have made short(er) clips of each element as I create it. This means I get to practice the specific component before hand so you get a video with fewer mistakes.
Here are the part 2 sections so far:
- Part 2a Intro
- Part 2b Stanchion
- Part 2c Base
- Part 2d Top Tube
- Part 2e Top Bolt
- Part 2f Top Insulator
- Part 2g Top Bracket
- Part 2h Top to Diagonal Tube Bracket
- Part 2i Top to Diagonal Tube Bracket
Part 3: Unwrapping and applying smooth / flat shaders
I have jumped ahead with making the model as I think you have seen enough of that. This video covers unwrapping and applying the smooth or flat shader.
Part 4: Materials, Shaders, Textures, Blueprints and Exporting
I have pushed ahead with getting the model exported. This video covers:
- Setting up the materials and texture slots in Blender
- Converting the textures to ACE format
- Setting up the txt files needed for the Blender Exporter to work
- Creating a blueprint for the item using Blueprint Editor
- Previewing the object
- Testing the object in game