From Tim:
My favorite old-time movie star is Myrna Loy. Speaking of which, here she is in a montage at "Ocean Lake" ...being ogled by Charlie McCarthy...combined Microsoft Train Simulator screen grab with photos of the stars.
Tim Muir Collection
From Tim:
These models were started many years ago as a single coach model based off plans drawn up by A. E. Barker for Interurbans No.8 which was on the Red Electrics of Portland, Oregon. It was shelved after losing interest. I picked them up again about three years ago and developed them into these fun cars.
Tim Muir Collection
The "City of Glendale" 3-car train of 950s at the fictional stop at Santa Myrnaloya on a smoggy evening in 1949.
Tim Muir Collection
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A Pacific Electric 950-class interurban interior rendered by Tim Muir. Note the authentic Acme traffic signal. In Tim's simulator, all cars are animated, as are elements like the Acme. This car is making the turn off Pacific Avenue on its way back to Los Angeles over the private right-of-way between Venice Blvd.
Tim Muir Collection
From digital artist Tim Muir:
Here are some of the 950 class cars and a lonely 600-700 class Hollywood at Ocean Park. I've been building these for my own use on "routes" I've also been building for Microsoft's Train Simulator. The simulator is old and obsolete by today's standards, but thanks to some intrepid third party modelers, code writers and tweakers out there, the old sim has been improved far beyond what MS had originally released in 2001. I have made dozens of PE cars, locomotives, and freight cars. I've done almost the whole 950 class Venice cars, leaving off at the last couple with the odd window patterns. There's about a dozen Tens, "Portlands", assorted box motors and all the Portland RPO's. I've been very partial to the Venice Short Line and made models to populate a little module of the VSL in the 1930s, the Ocean Park car house being the center piece. The sim's "game engine" that drives it is very old and does not support models with a high number of "polygons", all the triangles that make up the model. So I have to try to keep detail to a minimum.
Thanks for sharing, Tim!
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