Hello all, here's my current WIP for a London Underground tube carriage, more specifically the 1995 Stock which serves the Northern Line. Working on the high poly model at the moment, just thought i'd make a thread for it as i'm planning on documenting my progress here and asking for some critiques. Anyways, here we go:
Any advice, thoughts or crits would be greatly appreciated.
Thanks for looking!
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And here's my latest progress shot:
Some windows need fine tuning to get the exact shape i can see. But any comments or advice would be really appreciated.
Thanks to anyone who looks and comments.
Thank you.
Thanks mate!! I've found a few images that are similar to blueprints, but they arn't great. My friend's Father-In-Law drives the same train for a living, and he took tons of reference pics for me! So i've been working from those, as well as alot of other internet reference.
Any thoughts, crit, comments always welcome.
Thanks for everyone's input so far.
You are right Earthquake, that's another thing i've overlooked. That's next on my agenda! Thanks for spotting that.
I've got a question to ask everyone on here, since im starting the low poly now. How would you go about doing the windows? Because i plan on making an interior for the model, and the windows will need to be semi-transparent/glass looking so we can see into the tube.
I know how to do this in mental ray and other renderers, but not real time. I plan on presenting the final model in Marmoset, is there some way of doing it in there? Thanks.
Make a plane in the windows and when you start texturing, use an alphamap to determine what parts of your model will be transulent(in this case, the windows)
Awsome work!
The one on the left has had the window frames within the carriage detached as a seperate element, and the window filled in with polys.
The one on the right still has the window frames attached, but a plane has been added over the window and vertex snapped into position to represent the glass.
I was wondering which one is correct? The one on the right obviously has less polys but the window isnt flowing well with the contour of the train because of smoothing groups.
Its vital that i retain a smooth transition over the contour of the carriage.
Im more leaning towards the one on the left being the correct way, but wondering how to cut the loops out without creating jagged edges where elements split.
Thanks to anyone who can help me out.
Windows-Keep the frame! You still need volume in it and it will help border the window plane in place. You are right, the glass goes over the internal frame, but not external, it's embedded.
Doors-They were fine before, why did you make them a single piece? Change them back to doubles and apply the same frame technique.
Geometry-This is not a character or a wireframe-dependant mesh. You don't have to have edgeloops running over every single detail that would be a separate part in the real world anyway. If you have a part that needs some extra geometry and have another one next to it that doesn't, just detach it as element... Geometry is not such a big issue as to go minimalist, now textures are. Its better to have an extra 1k tris than an extra 1k pixels in your texture. To optimize the performance, you will be tiling similar surface UV's on top of each other, build your lowpoly mesh intelligently, increase polycount where necessary. Good luck!
I'm a bit unsure what you mean about external window frames. The whole outside of the train is a smooth shape from what i can see:
But yeah, there's still alot of geo i can shave off. Just gotta keep going
Edit: The alpha was inverted to show the general blockout
I don't see why i'll need to keep the gap of the double doors, since they're not going to be opening in any way and the gap will be made with texture detail and normals.
But your paintover reminds me, i've forgotten about the door handle and window wipers! lol. Thanks mate.
Watch out for smoothing issues, better fix them while you are still blocking stuff out :P
If your normal map seems fine, check out your smoothing groups. Good luck!
Although, the errors you've pointed out on the window of the door were indeed the normal map.