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Old Russian tram car - WIP

heyguy
polycounter lvl 5
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heyguy polycounter lvl 5
Hello all. It's been a while. So I'm working on something new and I'd love to get some feedback. It's supposed to be a old Russian tram/cable car. I wanted to create a hyper realistic look like something out of Battlefield 3/4 or Crysis. I'm thinking I should have started with a 4096x4096 though now...? The texture is 2048x2048. Anyway, I'd like to bring the complete model into UDK and have it look as detailed as anything from those BF or Crysis. I'm using a combination of crazybump, high poly baking and ndo2 to create normals.

Right now, I only have a texture map for the tram body/coachwork. The body alone (and steering wheel) is 5984 tris. Too much? I still need to model the wheels, chassis/framework, and that electrical equipment that goes on top of the tram. And that's all going to be on its all separate texture.

Should I have fit the entire tram car into one texture? The passenger and the driver seat are also getting their own textures. The reason I did this was because I wanted to push texture resolution inside and out. I might create new passenger seats in order to reach a lower poly count and create a more interesting space. Anyway, any feedback, critiques, criticisms, etc welcomed.

Krakoacutew_Tramwaj_Nova_Huta_Konstal_102Na_nr_298_Linia_25_May_1991_-_Flickr_-_sludgegulper_zpse3c09a69.jpg

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  • Dave Jr
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    Dave Jr polycounter lvl 9
    Overall good start,

    Can we see your UV map?

    It looks like its mirrored at the minute.

    think the wear and tear could do with alot of work; look at how rust forms on particular metals, and the locations of wear and tear; ideally it would be areas of corrosion, well wear etc. give it a story; maybe some phsyical damage via geomtry rather then just a box with some rust texture.

    Ideally this entire model; incl seats could fit into 1 Map if optimized accordingly.
  • heyguy
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    heyguy polycounter lvl 5
    Hey Dave Jr. Yes, I've stacked the Uvs so to mirror the texture on both sides. Here are the UVs. What I should have done was mirror the sides of the tram but have the front have its on unique UVs.

    I thought it would have be ideal to have everything on one map too but I feared that I wouldn't have enough texture resolution. An full tram/cable car is spacious and has a lot of detail so I figured I would need another map. I don't think it would be too out of the ordinary to have two texture maps for a large model with an interior, would it? I am seeing how I might have optimized better so I could have included the chassis, wheels, and seats into the one map though...

    I'll get to working on some physical damage and the other stuff you said too. Thanks! Also, I added the reference pic for this tram in the first post.

    UV_zpsc27b173f.jpgUV_zps8724bfbe.jpg
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