This is a Metra train car that I got inspired to make after riding it every day to college.
My Process/ Postmortem:
I started off with a high polygon version which to my surprise turned out not to be the hardest part of the process.
The low polygon version was the challenge. It took hours of contemplation and planning. I wanted to have several modular/mirrored parts that could be instanced within the Unreal engine and help me save as much texture space as possible. I also found a major challenge in finding the right amount of detail to use to provide the best possible normal map transfer results.
Mirroring the Unmirrorable:
You may have noticed some weird cuts in my wireframe. This was to counteract some mirrored text and images. The cuts allowed me to unmirror the UV's in that section. The downfall is that it created texture seams.
Software Used:
Maya
Photoshop
Xnormal
Crits are welcome.
Replies
My suggestion would be to add some more contrast to rusty metal areas (like wheels etc.). Right now they look kinda monotone brown, but u have all the details there (like nice edges, rust variation) they just dont pop.
I like the texture work as well, especially because it isn't overly grunged-up! Good stuff.
What was the final low-poly tricount?
tyl3r-
Triangle Count:
400 (Battery boxes)
1600 (Main Body)
1700 (Top Junk)
2600 (Wheel Section)
4000 (Bottom Junk)
These pieces are combined in UDK.
The battery boxes and wheel sections are duplicated/instanced.
Question for the Unreal Engine people. I think I heard/read somewhere that loading models between 1000-2000 triangles is the most *efficient*
*efficient might not be the best term