Plenty of your paid assets are worth it but just following these free tutorials (and thank you for keeping the vast majority of them free like blender itself) I've built up quite the library of assets and this will be and awesome one to have, thank you for posting!
Great tutorial! The issue you point out at the end of the tutorial is possibly because the curve deform axis must match the array modifier axis i.e. offset factor X (in the array modifier) must match the deform axis (X).
Thank you so much this was perfectly timed as i am in the process of making a train for my own blender animation. This is perfect for the train tracks!!
A good tutorial but you need to check reference images. Most importantly the rail chair goes under the rail and there are track clips or keys on both sides of the rail like in the picture above but you didn't do it in the tutorial. Yours is flat bottomed rail so clips but if you made it bullhead rail it would be keys. The chairs are held onto wooden or concrete sleepers with screws but you don't see the thread so just need to do the head. You shouldn't have any bump at all on the shiny top of the rail. Occasionally you get imperfections caused by wheel burn but these get ground out during maintenance if they're bad. The shiny metal should just be the very top of the rail. The sleepers should be in rather than on the ground which should be should be ballast, ie lots of small stones and you need ballast shoulders where the ballast rises either side of the tracks to prevent any sideways movement of the sleepers as they're not fixed to the ground it's just the weight of the track. Without ballast shoulders the weight of the trains could cause the track to move especially on curved parts (the ballast is re-tamped on a regular basis). This is only really necessary if you're going for photo-realism though. Sorry for waffling but I just retired after 32 years on London Underground, 29 of those as a driver. Most of London Underground is actually above ground and only the tunnel sections have the sleepers set into concrete or even no sleepers at all particularly in station platform areas where there's an escape pit if people fall on the track. This is a great tutorial for getting objects to follow a curve and use of the array modifier. Well done.
Hey, is this bump under the rails on the image here 35:37 also procedural? I've been working recently on my project with a car going through forest and I couldn't find a way to raise the area under the road while also canceling the displacement of the forest ground. I'd love to see a tutorial for that
For that image, I used some gravel textures, and dirt textures. I subdivided the ground, and bumped the gravel part up in the ground, and then used a gradient to blend between the dirt, and gravel, so the gravel is only showing on the higher parts.
I managed to do the hole tutorial, but I had encountered two issue, with one being resolved after something thing while the other is still pending. The first one was that when I rotated the track on the 90deg Z Axis in object mode, the gradient material node somehow followed the work instead of the object as it's hooked on. I resolved it with just setting the mapping to the mask box to 180 instead of 90, along with adjusting the color ramp, but I didn't like the fact that I had to do the corrections in the worst place is there a more professional way to make the gradient to stay consistent when the track on a an oscillating slope or something? The second issue is the texture of the wood plank which seem to overlap itself with the mirror, and couldn't think of a way to avoid the overlap of planes.
Thanks for the tutorial , learnt a couple of things , however i have encountered a problem . The mask / gradient works well untill the track changies hight , then the gradient fails . My track i have running down a slop at its end and it is pure rust at that point . Is the gradient texture taking the original objects location for all the arrayed objects hence the change ? if so is there a work around ?
I had the same issue applying the curve to the tracks. I lined them up and made sure that the origin points of the tracks and the curve are the same. The local axis for each should match too.
Unless the curve is very very sharp, then the wood railroad ties bending is not noticeable. But real train tracks do not curve very sharpy because the train is moving along it.
Hey man!! I have the solution to follow the curve correctly. The probleme is the scale. Just select the curve, open the curve objet menu, and press "scale reset". That works for me :D
As it says in the comments : The Best Blender Tutorials !!!!
Everything is crystal clear !
I understand almost nothing when someone speaks English, but I still really like your tutorials.
*Purchase the Railroad Tracks:*
• Gumroad: ryankingart.gumroad.com/l/Railroad-Tracks
• Blender Market: blendermarket.com/products/railroad-tracks
• Patreon: www.patreon.com/posts/110521621
Plenty of your paid assets are worth it but just following these free tutorials (and thank you for keeping the vast majority of them free like blender itself) I've built up quite the library of assets and this will be and awesome one to have, thank you for posting!
You're welcome!
Sorry sir, but you dropped this
👑
Haha thanks. King is just my lest name
The best blender tutorials !
Another great tutorial! Thanks!
Glad you liked it!
Great tutorial! The issue you point out at the end of the tutorial is possibly because the curve deform axis must match the array modifier axis i.e. offset factor X (in the array modifier) must match the deform axis (X).
Hmm, that could be it. thanks for sharing.
As always, thank you for your teachings.
welcome!
Thank you so much this was perfectly timed as i am in the process of making a train for my own blender animation. This is perfect for the train tracks!!
Cool! hope it helps!
Helpfull as always. Many Thanks.
You tutorials helped me about Thanks
glad they help!
This is what im looking for a long time thank you
hope its helpful!
Simply.... fantastic!!! And I must say that there are many ideas and tips :) Thanks!!!
thanks for watching!
Amazing tutorial, thanks!
welcome!
FANTASTIC
thanks!
Excellent work! thank you. Can't wait to see what you have in store for us this Christmas! 🎄
thanks!
Another amazing tutorial! I’m actually working on trains right now. Any advice on how to attach a moving train to the tracks curve?
Very nice!
Could you make a procedural tire texture?
Wow🔥🔥🔥
Please can you make a perfect conveyor belt in blender with rigid body physics balls.... without the ball floating on the conveyor belt
A good tutorial but you need to check reference images. Most importantly the rail chair goes under the rail and there are track clips or keys on both sides of the rail like in the picture above but you didn't do it in the tutorial. Yours is flat bottomed rail so clips but if you made it bullhead rail it would be keys. The chairs are held onto wooden or concrete sleepers with screws but you don't see the thread so just need to do the head. You shouldn't have any bump at all on the shiny top of the rail. Occasionally you get imperfections caused by wheel burn but these get ground out during maintenance if they're bad. The shiny metal should just be the very top of the rail. The sleepers should be in rather than on the ground which should be should be ballast, ie lots of small stones and you need ballast shoulders where the ballast rises either side of the tracks to prevent any sideways movement of the sleepers as they're not fixed to the ground it's just the weight of the track. Without ballast shoulders the weight of the trains could cause the track to move especially on curved parts (the ballast is re-tamped on a regular basis). This is only really necessary if you're going for photo-realism though. Sorry for waffling but I just retired after 32 years on London Underground, 29 of those as a driver. Most of London Underground is actually above ground and only the tunnel sections have the sleepers set into concrete or even no sleepers at all particularly in station platform areas where there's an escape pit if people fall on the track. This is a great tutorial for getting objects to follow a curve and use of the array modifier. Well done.
Hey @RyanKingArt at 15:15 when using the mirror modifier, it mirrors only the nails but not the train track rail
Hey, is this bump under the rails on the image here 35:37 also procedural? I've been working recently on my project with a car going through forest and I couldn't find a way to raise the area under the road while also canceling the displacement of the forest ground. I'd love to see a tutorial for that
For that image, I used some gravel textures, and dirt textures. I subdivided the ground, and bumped the gravel part up in the ground, and then used a gradient to blend between the dirt, and gravel, so the gravel is only showing on the higher parts.
Goooood🤤
I managed to do the hole tutorial, but I had encountered two issue, with one being resolved after something thing while the other is still pending. The first one was that when I rotated the track on the 90deg Z Axis in object mode, the gradient material node somehow followed the work instead of the object as it's hooked on. I resolved it with just setting the mapping to the mask box to 180 instead of 90, along with adjusting the color ramp, but I didn't like the fact that I had to do the corrections in the worst place is there a more professional way to make the gradient to stay consistent when the track on a an oscillating slope or something? The second issue is the texture of the wood plank which seem to overlap itself with the mirror, and couldn't think of a way to avoid the overlap of planes.
could you make a railway turnout (switch) tutorial?
Nice vid!
Thanks for the tutorial , learnt a couple of things , however i have encountered a problem . The mask / gradient works well untill the track changies hight , then the gradient fails . My track i have running down a slop at its end and it is pure rust at that point . Is the gradient texture taking the original objects location for all the arrayed objects hence the change ? if so is there a work around ?
I had the same issue applying the curve to the tracks. I lined them up and made sure that the origin points of the tracks and the curve are the same. The local axis for each should match too.
thanks!
merci pour cet excellent tuto
thanks!
do the railroad sleepers remain rectangular or deform along the curve? : - )
Unless the curve is very very sharp, then the wood railroad ties bending is not noticeable. But real train tracks do not curve very sharpy because the train is moving along it.
When i add the normal to the wood, the mirrored half of the object has flipped normals. You don't seem to have this issue. Why is it occuring for me?
Excellent Thank you. Greetings
thanks
Hey man!! I have the solution to follow the curve correctly. The probleme is the scale. Just select the curve, open the curve objet menu, and press "scale reset". That works for me :D
thanks for sharing. Where is that option? I can't find it. Is it in the object context menu, or is it in the object data properties on the side panel?
@@RyanKingArt In the context menu of the object i think, selecting the curve and then pressing the "w" key, it appears that option
Gj KEEP IT UP
Thanks
How do I make two of them connect or cross ech other?
Will there be any problems following this tutorial in older versions of blender, such as 3.6 or 3.4, which I have?
I'm pretty sure it will work fine with those versions.
@@RyanKingArt Thank you and for the tutorial
is 3d modeling your main job?
my full time job is making these video tutorials.
what about the gravels?
What if I export it to roblox studio does the lighting and texture stay or not?
THANKS ALOT!!!!!!!!!!!!!!!!!!!
welcome!
Love u from Bangladesh broh🖤
thanks
@@RyanKingArt please give how to texture stylized game assets broh
Good👍
Thanks
geometry node? do wypełniania ścieżki po krzywej ?
this tutorial doesn't use geometry nodes
@@RyanKingArt tak wiem, nie mniej hybryda rozwiązania ? nie do końca zrozumiałem pewnie pytanie jakie zadałeś na końcu.