RailSimStuff MOW GONDOLA

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  • superheatedsteam
    Senior Member


    • Jun 2004
    • 764
    • Perth, WA, Australia.

    #16
    Hi Pete,

    I'm assuming you are using a rust material to get this effect as opposed to the conventional 2D method of creating textures?

    If so I came to the realisation when I started applying rust or paint chip materials from Blenderkit or other sources to my models, that it wasn't going to be as simple as the promos or youtube videos I had been watching implied it would be. Unlike a simple objects often used in demos, where a generic rust material may give a passable result, more complex shapes require more complex techniques for a convincing look.

    In the Blender shader editor there are edge nodes that can concentrate the rust/warn paint effects to be concentrated on edges. There are height nodes to apply a gradient layer of dirt depending on the height of the object. And there are a multitude of other nodes for specific application but this requires a lot more effort in learning the available node options that you would need to achieve the desired effect in Blender.

    For application of rust stains in specific locations, the use of stencils and texture painting in Blender are other options available.

    I also have dabbled with Substance Painter and I am beginning to realise why that is often used instead of Blender for material application, but then again another new skill set required.

    As you have mentioned in previous posts, youtube tutorials only take you so far and I have subscribed to a couple of paid courses on materials, but have not applied myself to them fully as yet due to time constraints and not having a model in a complete enough state to warrant investing the time.

    For any texture artists/repainters out there, I would suggest at least investigating in what is involved in creating materials for textures. With glTF hopefully coming soon, the conventional 2D texture creation methods of the past do not translate well to the use of materials. It can be done as I am in that transition zone at the moment but it requires a lot of effort and is not best practice to retain ones sanity.

    Cheers,

    Marek.

    Comment

    • pwillard
      3000 Post Veteran



      • Nov 1999
      • 3070
      • Cumming Ga
      • ORTS

      #17
      Yeah, it's a shame I'm not better at this. I'd get more done if I didn't struggle so much. Personally, I've never really enjoyed trying to make an actual photograph work as a texture because there is always something wrong with it, so most of my work is essentially 'wet paint prototype" releases. I'm also more skilled at vector graphics than bitmap work, which is apparent since I'm often working on lettering rather than pixel blasting. That said, I need to work on it... hence why I'm posting my first attempt and thinking... "Ohhh... that's not right."

      It's also tough for me to use "rust" sample images and incorporate them into a texture.

      Note: I also take looooong breaks in my Train Sim modeling hobby, so 1) My skills fade and need to be recovered through practice, 2) there are many techniques that I've not mastered. And it shows.

      So yeah, I'm trying to come up with "techniques that work" for me that I also understand. I've had a copy of Substance Painter since 2020 and still haven't done much more than start the program and say to myself... Oh god, another 'blender" I'm going to have to struggle to figure out.

      I do have the reporting marks actually applied from a separate texture using alpha, and that works. Still, it also means they are isolated from any weathering effects I apply in the master texture... creating a different issue to deal with.

      I also know that I'm working on things that have minimal interest to the community. I mean, this MOW car is custom-built from leftover Southern pulpwood cars and is native only to Norfolk Southern, so it's technically never going to see much in the way of repaints, so I need to come up with enough to make a work train, and that's the end of it.

      NOTE: NS has 3 distinct series of these. The M-271, 50' pulpwood refits (cut down bulkheads and added sides) , the M-272, a 60' car, pulpwood refits (cut down bulkheads and added sides) with lower overall height, and the M-272 II release, which is more of an authentic gondola. The one I'm shown to be working on is the M-272.
      Last edited by pwillard; 10-24-2025, 05:31.
      http://www.railsimstuff.com
      Just Blender now, 3DCrafter only when I have to.
      Formerly The Keystone Works (All Permissions Granted)
      Things I work on: https://github.com/pwillard

      Comment

      • anderson martins
        Senior Member

        • Feb 2005
        • 553
        • belo horizonte, minas gerais, brasil

        #18
        a popular custom that I know: masters of knowledge
        Chimbica Dash8

        Comment

        • anderson martins
          Senior Member

          • Feb 2005
          • 553
          • belo horizonte, minas gerais, brasil

          #19
          Originally posted by superheatedsteam
          Hi Pete,

          I'm assuming you are using a rust material to get this effect as opposed to the conventional 2D method of creating textures?

          If so I came to the realisation when I started applying rust or paint chip materials from Blenderkit or other sources to my models, that it wasn't going to be as simple as the promos or youtube videos I had been watching implied it would be. Unlike a simple objects often used in demos, where a generic rust material may give a passable result, more complex shapes require more complex techniques for a convincing look.

          In the Blender shader editor there are edge nodes that can concentrate the rust/warn paint effects to be concentrated on edges. There are height nodes to apply a gradient layer of dirt depending on the height of the object. And there are a multitude of other nodes for specific application but this requires a lot more effort in learning the available node options that you would need to achieve the desired effect in Blender.

          For application of rust stains in specific locations, the use of stencils and texture painting in Blender are other options available.

          I also have dabbled with Substance Painter and I am beginning to realise why that is often used instead of Blender for material application, but then again another new skill set required.

          As you have mentioned in previous posts, youtube tutorials only take you so far and I have subscribed to a couple of paid courses on materials, but have not applied myself to them fully as yet due to time constraints and not having a model in a complete enough state to warrant investing the time.

          For any texture artists/repainters out there, I would suggest at least investigating in what is involved in creating materials for textures. With glTF hopefully coming soon, the conventional 2D texture creation methods of the past do not translate well to the use of materials. It can be done as I am in that transition zone at the moment but it requires a lot of effort and is not best practice to retain ones sanity.

          Cheers,

          Marek.
          a popular custom that I know: masters of knowledge
          Chimbica Dash8

          Comment

          • Erick_Cantu
            1000 Post Veteran


            • Jun 2004
            • 1041
            • Brighton, MA 02135
            • General

            #20
            The best way to get good at weathering is to watch YouTube tutorials on weathering plastic models. The same layering techniques apply, we just have more ability to edit our layers after we make them. Also, remember that anything you think looks good when you're working on it is probably overdone. I weather until things look about right to me, then back off on the opacity of my weathering layers a good 10-20%.

            The only change that comes with additional effect maps is that you need to retain all of your weathering layers so that you can adjust their colour to adjust the effect in the new maps, which are typically greyscale. E.g., rust should be non-reflective, so use the same layer masks, but adjust the colour to whatever yields a flat result (in older versions of MSFS, lighter colours were less reflective, but more modern games typically reverse this).
            Erick Cantu
            North American V-Scale
            Facebook | Email
            Those who would give up essential liberty, to purchase a little gasoline, deserve neither liberty nor gasoline.

            Comment

            • pwillard
              3000 Post Veteran



              • Nov 1999
              • 3070
              • Cumming Ga
              • ORTS

              #21
              Once again, it's all down to practice.
              http://www.railsimstuff.com
              Just Blender now, 3DCrafter only when I have to.
              Formerly The Keystone Works (All Permissions Granted)
              Things I work on: https://github.com/pwillard

              Comment

              • pwillard
                3000 Post Veteran



                • Nov 1999
                • 3070
                • Cumming Ga
                • ORTS

                #22
                Honestly, I'm surprised nobody mentioned this to me before now
                Regarding the Exporter needing an update for the latest LTS release... I had this wild thought... that there just aren't enough of us *left* making models with Blender *and* trying newer releases of Blender to find issues if I miss them. Personally, I do try to read all the Change Documents and test, but in this case, my TESTS involve taking a working model, exporting with the new Blender version, and noting success or failure. Clearly, that's not enough, as the issue would only appear when creating a new model or a fresh material assignment. (Sorry about that.) I have new notes in my testing plan as a result.
                Last edited by pwillard; 10-28-2025, 04:13.
                http://www.railsimstuff.com
                Just Blender now, 3DCrafter only when I have to.
                Formerly The Keystone Works (All Permissions Granted)
                Things I work on: https://github.com/pwillard

                Comment

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