Image 1 — Project vision: one continuous system for mini cityscapes
Image 2 — Project vision: one continuous system for mini cityscapes
Image 3 — Project vision: one continuous system for mini cityscapes
Image 4 — Project vision: one continuous system for mini cityscapes
Image 5 — Project vision: one continuous system for mini cityscapes
Image 6 — Project vision: one continuous system for mini cityscapes
Image 7 — Project vision: one continuous system for mini cityscapes
Image 8 — Project vision: one continuous system for mini cityscapes
Image 9 — Project vision: one continuous system for mini cityscapes
Image 10 — Project vision: one continuous system for mini cityscapes
▲ 53 r/MiniCityRail+1 crossposts

Project vision: one continuous system for mini cityscapes

I'm finally writing down what this project is and where it's going, because it's larger (and more useful) than the scattered photos might suggest. This is a modular cityscape and transit system designed as a foundation of standards and designs, so anyone, not just me, can create parts that slot in.

Once you've looked at the photos, please check out the new About the Project page which discusses the whole philosophy, construction sizes/modes, key measurement standards, and specification plans. This is where the system goes beyond "a few 3D printed bits" and starts being a real, shareable framework.

Whether it's a compact desktop display or a sprawling room layout, here are four main ways the system can take shape:

  1. The Diorama: a compact, contained cityscape fitting on a desktop or bookshelf. Station boxes, buildings, and guideways all fit in a small footprint.
  2. The Oval Loop: a compact loop layout for a coffee table or nightstand. Tiny buildings on an oval track ring with surface deck.
  3. The Elevated: an elevated guideway spanning a longer area, like a windowsill or bookshelf top. Independent stations connected by floating track.
  4. The Terraformed: the biggest build, with a full grid-based ground layout using surface tiles, retaining walls, and baseboards for a sprawling cityscape.

I am also working on creating interactive documentation to better illustrate how the components in these growing collections can be used together. The basic modular terrain set is available now, and I'll be releasing more pieces (buildings, parks, etc.) in the coming months. Your feedback on what works and what doesn't will directly shape what gets designed next, so please share your thoughts!

u/BlueGreenGradient — 6 days ago
▲ 58 r/3dPrintingInModelRail+1 crossposts

Trying an idea: fine "clip-on" detail pieces on Z-scale guideway structures using FDM 3D print

My compact cityscape needs a guideway design that takes up even less horizontal space compared to the previous style. Moving away from that curved design makes it a little less interesting, so I wanted to try a way to create intricate details that are scalable to produce in large quantity, while keeping it modular and swappable so that I can reuse parts as I make revisions or change colors.

At Z-scale, quite a lot of modelling and engineering considerations went into this small accessory. Since they are printed at such a small scale (1.4cm tall), the small deviation between the design and the printed object is impactful for the "hooking" mechanism.

I'm quite satisfied by the outcome so far, though only time will tell how well they hold. The little bending suggests maybe a slightly larger tolerance? There's a trade-off on making sure they latch securely onto the main structure.

Question: what's your go-to mechanism for attaching small, removable details to bigger printed pieces? I use peg-and-hole friction for structural parts (securing side walls on guideway segments) and magnets for hidden positioning, but for fine detail accessories at this scale, what's worked best for you?

Here is the 3D model release note for anyone interested: https://www.reddit.com/r/MiniCityRail/comments/1w8z02a/guideway_system_v30_update_getting_ready_for_the/

u/BlueGreenGradient — 1 month ago
▲ 456 r/modeltrains+1 crossposts

I've been struggling with my previous iteration of scenery for almost a year because 11cm × 11cm buildings simply didn't allow much "urban planning" to happen. They were too large for the space I have. I finally decided to go back to the drawing board and prioritize the "feel" of a dense city, like in SimCity 4, over scale accuracy (I'm using shorty trains for scale compression anyway).

I really enjoy the look and feel of scale models in museums and city planning exhibitions. To achieve that aesthetic, everything is now scaled down to 50%, with magnets instead of pegs used for a more tactile and flexible system for buildings and roads. At the same time, I'm switching to muted / translucent colors and matte textures for a more deliberate, professional look.

Tile-based city grids aren't a new concept. I'm drawing a lot of inspirations from city building games and creations like r/GreebleCity. My goal is to create a system with open specification that fits well with Z scale trains and modular guideway 3D designs. This set of core pieces are helpful as design testing before I expand it to the full layout area space soon.

u/BlueGreenGradient — 6 months ago