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Trainz Blogs

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Convert Old Ground Textures to PBR / Parallax
February 22 2018

Discover the techniques required to update your textures to the new PBR / Parallax format for Trainz "Next".

Trainz to support any modelling software.
February 16 2018

Over the years Trainz has been very 3DS-Max focused for asset creation - but not anymore!

How full is your Trainz glass?
February 02 2018

You love Trainz (and trains) - after all, that's why you're here. But why can't things be better than they are? Read on...

TANE SP2 vs. Trainz “Next”
January 25 2018

While we still haven't announced the real name, we can tell you that Trainz "Next" is taking shape. This week we've provided you a side by side in-game comparison...

Seasonal Support for Procedural Track
January 19 2018

When the season's change, so does the look of your route. To help things along. we're now adding seasonal support for procedural track. Read more...

Trainz Dev Diary - Another sneak peek
January 12 2018

We're getting closer to that exciting time when we can tell you everything about the next version of Trainz. For now, take a look at this in-game footage we've put together.

Parallax Ground Textures
December 07 2017

This week we provide a selection of parallax (height-mapped) ground textures for your viewing pleasure.

Trainz Dev - Turf Effect Layers (sneak peek)
November 30 2017

Clutter is just one way you can use the new Effect Layers. We’ve been working with NVIDIA on their new Turf simulation software (NVIDIA Turf Effects) to incorporate this into the Trainz engine using Effect Layers.

Trainz Dev Diary - Detail Maps (micro detail)
November 22 2017

Previously we used detail maps for macro-detailing on the terrain textures, and now in this tutorial we use a detail map for micro-detailing.
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