Here is my final base mesh. Yes, I am aware there are ngons. I leave the end caps to cylinders that way because they are easier to manage. The triangle count reflects about how many quads I will have (slightly less than half as many).
After quite a while I managed to get the train UV mapped and neat. Rather than use multiple 2048 maps, I'm just going to use one 4096 considering the size of the object.
Here's the UV map:
The texture is far from finished. I started with the red and added some hand-painted grunge which I will be adding to. After this I will be adding photographic underlays to maintain a realistic appearance.
THe model looks fantastic but I have some problems with that texture. I feel like the level of detail is inconsistent. arias like the metal doors show a lot of detail that seems to be enlarged and other arias like the red parts don't look detailed at all. I think those aspects could use some more attention like having a color map and a second detail map just made up of a bump map. Textures that I could see being on a train like this are shiny cracking and chipped paint and some scratched rusted metals. Also, I think there should be some more grime on the underside and less grime as it goes up from the ground.
ReplyDeleteI just saw that this texture is a work in progress so just keep that stuff in mind for when you are working on it.
ReplyDeleteNice use of UV space! Texture's getting there. Don't be afraid to add in the secondary and tertiary detail. Most of the model has smears but doesn't sell me on metal. The parts that do look like metal have gigantic scratches.
ReplyDeleteThanks for the feedback so far. I'm aware of everything you guys have mentioned :) I just needed to pump out a texture real quick with some basic ideas of what I'm aiming for.
ReplyDeleteI spent a pretty good amount of time making a seamless metal catwalk from a real photograph, then I realized I had other homework due so I had to stop haha.
I'll scale down my scratched metal textures so the train doesn't look like it has been through some sort of giant blender.
Nice use of UV space and nice uniform UVs. The Model is nice. The texture problems that I have come back to what Winston said, just get detail in all areas. The metal panels seem to have a lot while the other areas seem to need some...perhaps light scratches.
ReplyDeletelooks good so far, I am curious as to why the part that says SOO is out of order on the map though.
ReplyDeleteNice unwrap, very clean Mr. den porte. Looks like a pretty efficient use of geometries.
ReplyDeleteGreat job so far, just do what you're doing.
ReplyDelete@Viking, I wasn't thinking of the physical orientation of each compartment door when arranging the UVs, so they are actually out of order in the UV map.
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