This passage way was curved to follow the track, this I'll apply once I am happy with the structure/mapping and texturing.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7GQBMcPVd14jQsEz9HbOJlSFsCzygr2XCqpkaFwVhJ-ZBYbofVaTq4DdX4TvYD6rOwnx4VYasYJQp39JaXBY1RBzNNORTb75Hj_8_nKzjIqzz8gAmKufVy8C013felBjGtFQHvqePbJQ/s320/station_tun01.jpg)
It is still missing the canopy but the overall shape and scale feels about right.
I have also modelled this structure so that it can be seen from the inside, it does mean more polygons but I think the extra detail will be worth it once the whole structure comes together.
The inside will always be lit/illuminated so it will have to be textured/shadowed accordingly.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBQkPR7vLoBDoTlGQwAB76a1dMQ_S4EjqBu9_JkNchqXb2uj8q9kf4Q7KvXKtybemBHX8_xpRwAWd1u74WQXPB9Z3EDNx8dmtl0PWQ41V1caYZwTJoxv_EUE3w2T-sEqgu_n-tIg82d1Y/s320/station_tun02.jpg)
The glass in the roof will use the glass effect shader, now there maybe Zfighting in RWs (where you get multiply layers of glass) because of it's simple Z calulations, but I'm not sure anyone would even notice.
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1 comment:
That looks absolutely beautiful Mr 3D Grandmaster speechless ..
would like to relocate immediately tracks.
greets ice
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