Monday, July 30, 2012

Chip Hopper Pack

Finally finished up all of the repaints for the wood chip hopper pack that I will be releasing. Here is the grand line up of all the schemes included. Note the various road number combinations. All cars include dynamic numbering.

7000 cu.ft.. Fictional JRDX reporting marks. Numbers grouped in 2s

7000 cu.ft.. Fictional JRDX reportin marks. Numbers grouped in 3s.

7000 cu.ft.. Fictional JRDX reporting marks. Numbers grouped in 2s.

7526 cu.ft.. Fictional JRDX reporting marks. Billboard style numbers.

7526 cu.ft.. Fictional JRDX reporting marks. Numbers grouped in 3s.
 Additional repaints available.












Friday, July 20, 2012

Working With the Enemy


Today I wanted to share a little bit about one of the more interesting jobs I worked with the railroad. During the later portion of my time with them I was desperate to find some kind of reasonably sane schedule. I was tired of being on the road and tired of being tired all the time. Right after January 1st, I made a seniority move to the brakeman position on the yard job at a large paper mill located at Coosa Pines, Alabama.

The interesting thing about this job was the fact that it was shared between two competing railroads, CSX and NS. Now it gets a little more complicated than that. Coosa Pines is located on the outskirts of Childersburg, Alabama and Childersburg is located on the junction between the Southern (Anniston, Al to Calera, Al) and Central of Georgia (Columbus, Ga to Leeds, Al). A branch extended south, from the Seaboard Coastline (Manchester to Birmingham), to the plant as well. With all that being said, the yard job was actually a joint venture between three different railroads. The yard job consisted of three different crews that manned Y101. They included a day shift, a night shift and a relief job that covered the off days for the day and night shifts. Day and night shifts received 2 days off a week and the relief job had three. So my seniority took me to the night shift, manned by the former SCL crew out of Manchester, Ga. The day shift during that three month period was covered by the former Southern crew and finally the former Central of Georgia crew filled the relief job.



Power for the yard job was also shared between the NS and CSX which was quite interesting. The NS always provided a GP38-2 and CSX always provided a B30-7. On one occasion I remember CSX sending us a B36-7 which we quickly bad ordered and had sent back to Boyles due to the fact that B36s were horrible at low speed switching. Our particular engineer also preferred to run from the NS unit due to the EMD's throttle response and the fact that it was just a cleaner cab.

Now for years this paper mill was your typical paper plant in that it received loads of pulpwood and wood chips in droves. By the time I worked the job, the plant had been switched over to a completely recycled plant, only receiving a few truckloads of wood chips here and there. Even though it was recycled paper the typical stench still remained.

This will conclude the first part of the series. In the next few articles I will run through the general track layout  and a typical night switching the plant for those that might be interested i n recreating a paper mill job.

Thursday, July 19, 2012

More new projects...

This morning I thought I would post a quick screenshot of one of the other projects that is well underway. There will be a LOT more work involved with this one...


Wednesday, July 18, 2012

52' Mill Gondolas

With a few of my projects completed and uploaded to Railworks America, I thought I would post a wip of one of the other current projects I'm working on.

Reading the forums the other day, I noticed an old discussion about gondolas only looking realistic if they are bruised and beaten. Gondolas are usually some of the rattiest cars in service and definitely represent the epitome of being weathered and beaten. With that in mind, I started thinking about how I could best simulate the dents and dings that are soo common with them.

After coming up with an initial game plan, I started on the low res version of the car.






Now for the dents and dings. I think, at least I hope, the best route to take would be utilizing Pixilogic Zbrush for that part. This process basically consists of creating a high res version of the car, importing it into Zbrush, then sculpting all the damage into the body. I'll be honest and say I very seldom use Zbrush for hard surface work, which is really a shame because it is such a wonderful program. So after doing a little preliminary sculpting on the car, and decimating the mesh to a more manageable resolution (roughly 8 million to 200k), I re-imported the mesh into Maya. With this part done, the high res details will be baked to the low res model. I'm hoping that all the dents will translate well in the normal map. The following image includes the high res version. I'm not completely happy with the bulges and feel like I need to tone the interior ones down, as well as a few of the exterior bulges. Its a start though, and hopefully this will work out the way I picture it.








Wednesday, July 11, 2012

Hauling Pulpwood


I hope everyone had a great 4th! After taking a bit of a vacation, I finally got around to working on the Magor wood racks. I've made a good bit of progress the past few days with only a few tweaks left for the brake settings.