In this tutorial, we will see how to create a train, more precisely a self-propelled railcar, easily.
To create a model efficiently with the minimum of operations, we will follow the simplest creation route with basic shapes.
The main goal of the first stage will be the installation of the front of this railcar. This first part contains the driving position which will be done as simply as possible.
We will continue to make the body of this railway vehicle which was widely used throughout the world at the start of the Showa era (in Japan), the "rationalist movement" of that time.
First, we are going to create a combination of different shapes with approximate dimensions.
Create by adjusting the distances in XYZ directions by selecting the volume 'Cube' in the [Primitive] command. (Figure 1)
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Figure 1. Creation of the cabin from a cube |
It's just a box at this point, and we use [Knife] to place the dividing lines needed to set up the shape of the cabin.
Remove as in the image below the faces at the top of the basic shape by selecting the faces to remove with [Select]. (Figure 2)
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Figure 2. Editing the top of the cabin |
This way, remove part of the top to create a cutout of the shape, then place the necessary faces using the [Create] command.
We are also going to create only one side of the railcar by automatically generating the other half using the Mirroring function to obtain a symmetrical shape. Delete the faces just on one side like below to allow this mirroring. (Figure 3)
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Figure 3. Removal of half of the cabin |
From there, the shape of the cabin, which was until then a box, will be brought closer to reality. For this, we are going to cut out the box and create an oblique shape.
Specifically, here too, select the unnecessary faces one by one with [Select] and place the required faces with [Create]. Be sure to continue the work by carefully choosing the order of removing the faces so as not to remove the vertices needed to create the polygons. (Figure 4)
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Figure 4. Simplify the shape by removing unnecessary faces from the cabin |
At this point, the shape of the cabin still appears rather vaguely. The real railcar is not so square. We are going to modify this shape to make it more rounded.
To quickly create a curved surface at the top of the cabin, use the [Primitive] command again. Assign part of the sphere where you want to define the curved surface.
Select the 'Sphere' in [Primitive], set its center to the height of the roof edge and create it. The number of divisions is 16 in the U direction and 8 in the V direction. At this time, if you create the sphere in a new object, the next selection job will be a little easier. (Figure 5)
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Figure 5. Place the sphere center aligned with the roof edge |
Select and delete the faces of the sphere with [Select] to keep only the 1/8 front top left. Then turn on [Scale] to change the size of the rest of the sphere in the XYZ axes and shape it so that the curved surface expands along the roof. (Figure 6)
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Figure 6. Fit the curved surface to the vertices of the roof edge |
Then the lower part of the cabin will also be shaped into a circular shape that will follow the same curve as the roof. As before, use [Primitive] to place the volume, and this time select the 'Cylinder'. The number of divisions in the U direction is 16, and in the V direction can be left at 1. (Figure 7)
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Figure 7. Line up the cylindrical shape at the front bottom |
Also remove unnecessary parts, leaving only a quarter of a cylinder, then adjust it to the curved shape already placed above.
Turn on [Scale] and adjust the size of the cylinder to match each side so that it follows the base shape. Thus, the cylinder arc will have the following shape. (Figure 8)
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Figure 8. Front mounting by adjusting the cylindrical shape |
Finally, focus again on the upper part of the cabin and select the lines of the curve that forms the front and then the rear of the roof.
Activate [Pull] and stretch the selected lines, down for the front, in Z-axis for the back, to form the roof polygons.
To complete, use [Create] to place polygons between the sphere and the cylinder at the front of the cabin.
At this point, the shape of the railcar cabin becomes clearer. The previously created spherical and cylindrical parts and the polygons that join them are defined in an object separate from the basic cabin shape created first.
Select [Mirroring > Separate left/right] on the Object Properties panel for the assembly shape. So the other half is generated automatically and becomes a symmetrical shape. (Figure 9)
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Figure 9. The left half of the screen is generated by mirroring |
Now we are going to create the cabin openings.
In this "streamlined vehicle" which was popular in the 30s of the Showa era, the trend was to have four rounded windows on the curved front. We will first place the windows on the base form. However, all you have to do is design the window near the center to be larger than the side window, for better balance from the front. To do this, just add dividing lines to the curved surface of the currently created booth, and change the layout so that a window like this can be created.
Specifically, add new separator lines with [Knife] as needed. Use [Select] to select the vertices of the vertical lines, align these dividing lines, and [Move] to move them to the appropriate position. In fact, the dividing lines of the main shape change as shown in the picture. (Figure 10)
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Figure 10. Adding horizontal lines to define the door and moving the lines delimiting the windows |
You now know where the windows are. In addition, the door allowing the crew to get on and off is also delimited by lines. Select the faces of the windows and door, then activate [Menu > Selected > Extrude faces] to extrude the surface inward (negative direction). (Figure 11)
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Figure 11. Use [Extrude faces] to cut out windows and crew door |
Then the interior of the body is made and fitted at the same time. To do this, select the faces without the windows or the door with [Select], then use [Menu > Selected > Copy and Paste] to create the cabin interior as a separate object.
Use [Menu > Selected > Invert] on the duplicate shape. The selected faces are turned towards the interior of the cabin. Then, while keeping the selected state, use [Scale] to reduce its size from the thickness of the wall to the center of the cabin. (Figure 12)
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Figure 12. Formation of the cabin interior |
You can now define the thickness at the front and rear of the cabin. Create faces connecting interior and exterior with [Create], window openings and crew door are formed. (Figure 13)
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Figure 13. Cabin with window openings and crew door |
Next, we will create the cabin window and crew door elements.
To do this, create the polygons one by one in a new object by clicking on the window frames.
Each deleted window was originally split into two parts, but here in order to make each window more realistic, we can create from a single polygon. As a result of the work carried out so far, the shape of the cabin is shown in the following image. (Figure 14)
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Figure 14. Create the temporary faces of the windows and crew door |
For each polygon created, use [Knife] to insert dividing lines separating each frame from its glass pane. After insertion, delete the polygons where the glass panes will be. (Figure 15)
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Figure 15. Place the dividing lines in each polygon and just leave the frame |
Select each element frame with [Select], activate [Menu > Selected > Extrude faces], and extrude all element frames to thicken them as in the following image. (Figure 16)
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Figure 16. Cabin element frames formed with thickness |
The shapes of the cabin and the window and door frames were created, and the appearance of the railcar was clarified. However, there is something essential for this railcar. It is a headlight or headlights.
For this headlight creation, we will combine [Primitive]. The basic volumes used this time are 'Sphere' and 'Cylinder'.
Before modeling, let me tell you a bit about headlight design.
When the streamlined styling became popular in Japan, the headlights were not yet integrated into the cabin body and were placed on the outside, attached to the chassis. However, without being profiled, they would have had a strong wind resistance. Therefore, contained in a housing on the roof, a headlight is half-embedded in the body, with a profile extending rearward. This "bullet-shaped headlighth" was essential for the clean design of this time.
In the example, we will create this box shape by transforming a spherical shape.
Now select the 'Sphere' in [Primitive] and place the central point on the roof height. Then, create the 'Cylinder' which will constitute the middle and the front of the headlight in the same way. (Figure 17)
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Figure 17. Position of the primitives (Sphere + Cylinder) to make the headlight |
Divide this sphere in half. One part is used as a headlight lens and the other part is used as a bullet for the rear of the headlight. Apply [Scale] to transform each part. (Figure 18)
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Figure 18. Divide the sphere in half and change the size of each part |
Finally, change the shape of the cylinder to define the front of the housing and merge the objects to get the shape of the headlight. (Figure 19)
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Figure 19. Completion of the headlight |
Place it in the main shape and the headlight is finished. (Figure 20)
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Figure 20. Headlight layout at the top of the cabin |
After the first part is finished, we continue with the modeling of the railcar body, which is created by extending the shape of the cabin. Since the cross section of the body has symmetry in the position of the doors and windows, it is possible to add parts and build it easily by simple copy-and-paste or in some cases mirroring.
Therefore, the following will be carried out more easily than the installation of the cabin.
Now let's move on to the creation of the body.
The railcar body can be easily created by copying the cabin cross section behind the crew door. First, copy the cross section of the body and create the window behind the cockpit (called the "door pocket window" because this is the part where the passenger door is retracted and stowed).
To do this, activate the [Lasso] , circle the cross section behind the crew door with a line, then copy and paste into another object. Then move this object the width that will make the door pocket window. There are two ways to select all objects:
Do any of the above and, once selected, turn on Move to move the objects. In this way, reserve also the space corresponding to the compartment door and arrange the cross section. (Figure 21)
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Figure 21. Copy of the body cross section (1) |
Similar to the passenger door, continue to reserve space for the side windows and organize the cross sections. Adjust the length of the first cross sections to the width of the window and window jamb, respectively. (Figure 22)
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Figure 22. Copy of the body cross section (2) |
Having arranged the cross section of the body, we will build the body by stretching polygons with part of the cross section. For the side window part, copy a cross section as well as the window upright. In the figure below, the side window part is copied 6 times. At this point, also do a reverse copy of the driver's cabin on the other side. (Figure 23)
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Figure 23. Copy cross section and create polygons around glass panes |
Finally, the body of the railcar with nine side windows and the two profiled cabins will be completed. (Figure 24)
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Figure 24. The railcar body finally completed |
The finishing of the body is the creation of window frames. Start by creating a window frame for the door pocket. Activate [Create] to create a square polygon in the window opening. Then use [Knife] to cut the window rails. (Figure 25)
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Figure 25. Create the window polygon of the door pocket and cut the window rails with the knife |
After that, remove the polygon from the glazed part, select the rest of the window, then activate [Menu > Selected > Extrude faces] to thicken it. When the window frame is finished, copy it to the other door pocket. (Figure 26)
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Figure 26. Completion and placement of door pocket windows |
Next comes the passenger door. It is created in the same way as the door pocket window. First, activate [Create] to create a single square polygon in the opening. Then use [Knife] to cut the windows and passenger door panels. (Figure 27)
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Figure 27. Create a polygon for the passenger door and cut the windows and panels with the knife |
After that, remove the faces of the glass pane, select the rest of the passenger door, then activate [Menu > Selected > Extrude faces] to thicken it.
Finally, select the two large faces of the bottom panel, then activate [Menu > Selected > Extrude faces] to make a hollow this time. When the passenger door is complete, copy it to the other opening. (Figure 28)
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Figure 28. Completion and placement of the customer doors |
In the same way, we will create a frame for the contiguous windows in the middle of the body. If the method is the same as for the door window, the new window is sliding (the top part can be lowered and raised), so if you shift between the top and the bottom, it will look like the real thing. Once the window frame is finished, you can copy it to the remaining eight windows. (Figure 29)
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Figure 29. Completion and placement of the contiguous windows frames |
Finally, decide on the height of the color separation line, cut the whole body with the [Knife] and set different colors for the top and bottom, like on the railcars of the beginning of the Showa period. (Figure 30)
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Figure 30. Cut the railcar body and apply the colors for the top and bottom |
So far, we have created a rough shape for the body of the railcar.
The following is an example of a more realistic railcar finish.
In the figure below, aerators for ventilation and steps for inspection are installed on the roof of the railcar, so if you do them, the realism will increase. (Figure 31)
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Figure 31. Example of details of the railcar, part of the bodywork |
In the production of railway vehicle bodywork, the completion of the main form accounts for 70% of the work. Either way, it's important to model this shape realistically. However, there are many other elements in the modeling of trains. Among these, under floor equipment such as bogies and roof equipment such as pantographs occupy a large part.
So when these parts are placed, they give this self-propelled railcar looks great. Even in a railroad car like this example, if these parts are placed in the right places, it will immediately create a sense of realism as if it actually exists somewhere. Finally, I will finish the presentation of the model by showing you the image of this example of bodywork with the details of the parts that I made. (Figure 32)
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Figure 32. Example of bodywork with pantograph and underfloor equipment |
* The model in Figure 31 is saved as 'train.mqo' in the SampleModels example models folder.