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The top plane of the frame shall get the grid texture while the other polygones should get the dark grey texture.
Still in the Top viewport, we change to polygone select mode and select all polygones of the frame. Then we use
the Unwrap UVW modifier (in the modifier list) and in the editor we map the frame to the small grey square at
the bottom left if the image. We close the editor and collapse the stack.
With a click on the Hide button, only the top polygone is left visible. We select it and again we use the modifier
Unwrap UVW and open the editor.
The vertices of the top polygone are still in the grey square. First, we select them all and rotate them by 90
degrees. (We use the angle snap tool) Then we map the vertices to the grid, close the editor and collapse the stack.
Changing to Polygone select mode again, we click Unhide All and leave the Polygone select mode. Then we
rename the frame to Main. Done.
The body
We create the body like we created the frame, except that the body is divided into five segments. The values to be
typed in are:
X0m
Y0m
Z 1.6 m
Length 8 m
Width 2m
Heigth 1,9 m
Length Seg 5 (number of length segments)
Like the other parts, the body has to be converted to an editable mesh and given the texture using the put!
command in the material toolbox.
Body shaping
Now in the Left viewport, we zoom extents all and switch to Modify Selection Vertex. Then we select the upper
outer vertices as shown in the image below. Selected vertices are shown in red.
The german text reads: First select here - than press and hold the Ctrl key - then select there
With the Move tool and the Move Transform-Type-In dialog we change the Z value to 3 meter.
Then we select the vertices which defines the sections from the 2nd to the 5th segment (separate, one after
another) and type in the values from the front to the rear as follows:
1m
0m
-2.5 m
-3.5 m
..., give the name Kabine and leave the polygone select mode. (Because of the images, I leave the german part
names. You might as well give it the appropriate english names. The names Main and Wheels1 to 3 must not be
changed or msts will cause errors)
With Zoom extents all we enlarge the views. In the Perspective viewport we can see, that the faces are only
visible from the outside, the side, the normals are directed to.
Now we have to close the front and back face of the cabin. In Polygone select mode (don't forget to select the
cabin object first) we use the Create command. We do this in the Perspective viewport.
As shown in the image, we click on the Create button first, then counterclockwise from vertex to vertex. At the
last vertex we doubleclick to finish the operation.
The german text reads:
Caution!
It is essential to create the polygone counterclockwise. Otherwise the normal would face to the other direction
and the polygone would not be visible from the outside.
With the view control Arc Rotate we rotate the cabin into the other direction to make the backside visible...
The german text reads: rotate with this tool
...and create the backside of the cabin the same way we did with the front.
The roof
In the Front viewport we change to Vertex Selection mode and move the side vertices to the outside to 1 meter
respectively -1 meter and the upper vertices to the height (Y-value)of 4.5 meter. Then in the Display tool we
click Unhide All. The result should look like this:
We merge the body and the cabin with the Modify tool Attach List. In the dialog window we select Kabine and
click the Attach button. Done.
We zoom in the Perspective viewport and change the viewing options for the viewport to Smooth and
Highlights and Edged Faces which can be found by rightclicking on the Perspective viewport window name in
the upper left corner of the viewport.
Then we rotate the loco that the roof is seen from above as shown and select the roofs polygones. Make shure not
to select the sides of the cabin.
In the quad menu (rightclick) we select the option Sub Objects - Control Points. Now we can manipulate the
orange control points of the free form gizmo.
Therefore we select the control points in the middle of the roof. With the Ctrl and Alt keys control points can be
added to or subtracted from the selection. These points are to be selected:
We move the control points up with the Select and Move tool. The roof and front and rear cabin walls will
follow their movement...
...then we move the conrol points toward the outer edge of the cabin with the Non Uniform Scale tool as shown
below.
In the quad menu we select Top Level in the Sub Object section. Then we collapse the modifiyng stack again
and switch to Polygone selection mode and leave the roof polygones selected.
We detach the selected polygones and name them Dach (the german term for roof).
The faces of the roof are only visible from above due to the direction of their normals. To make the downfacing
side, we have to copy the roof and flip its normals. To do so, we leave the vertex selection mode and with the
Move tool activated, we rightclick on the roof.
Then we switch to Polygon selection mode (the new object Dach01 is selected automatically) and in the Normals
section of Surface Properties we click the Flip button.
Now we can see the downfacing side of the roof. We leave the polygone selection mode and select the roof object
Dach. Then we attach the object Dach01 with the roof. (attach list)
With the selected roof we change to the polygon select mode and with all polygons selected we choose the UVW
Map option in the Modifier List. With Unwrap UVW and the editor, we map the roof.
Now, we use UVW Map - Alignment Y and Fit and should get this result:
Then we close the editor and collapse the stack. This is the result:
In the polygone selection mode, we hide the already mapped polygones to prevent unwanted selection and
remapping.
Now, we select all sidefacing planes and map them with the already known methodes.
...and in the editor, after clicking Unwrap UVW, we have to rotate the grid by 90 degrees.
We close the editor, rightclick Collaps All and here is the result.
Back in the polygone selection mode, we leave the sidefacing planes selected and hide them with theHide tool.
Now it's time to get rid of the bottom polygones of the body. We can't see them, but MSTS has to calculate them.
We select the bottom faces as shown and delete them with the Del key.
Now, we select the upper faces of the body and map them to a unused blue space as shown in the image.
After leaving the editor and collapsing the stack, we click Unhide All in the polygone selection mode and the
body is done. Don't forget to save the work.