Steam punk Low poly environment


#1

](http://s1061.photobucket.com/user/mrkoo1982/media/Steam%20punk%20low%20polygon%20station/cablecarrenderwirefront_zps6e05cb7b.jpg.html)[/IMG]

](http://s1061.photobucket.com/user/mrkoo1982/media/Steam%20punk%20low%20polygon%20station/cablecarrenderwirefrontlighting_zpse0a23a47.jpg.html)[/IMG]

](http://s1061.photobucket.com/user/mrkoo1982/media/Steam%20punk%20low%20polygon%20station/15_zps5b8a145d.jpg.html)[/IMG]

First post so dont go easy…

I am a student studying game design at stafford university. I am currently just finishing my second year. My main interest is low polygon environments for games. Starting with the cable cart, i developed the environment into something much larger (carts gotta have rails,were are the rails going and so on) something more a kin to a death match map.

The scene is scaled for use in the UDK as its the engine i am currently learning.

I am using 3ds max for all the modelling work and im capable of texturing the scene unwrapping/photoshop but tips on work flow when it comes to reusing textures would be much appreciated as i would like to eventually get the scene as a map in unreal.

Lastly any criticism or advice on the scenes lighting for renders or just the object placements or anything within the scene would be invaluable.

Thanks guys photo bucket link below

Steam punk renders


#2

I’m kinda new too, but that looks really cool so far. On reusing textures, this might not be what you want, but I’d suggest using a composition material to create variation and maybe even set it all up with a switcher. Check out http://www.neilblevins.com/cg_education/cg_education.htm his tuts are helpful.

A bridge from the building to the flying boat would be cool too.