Also great for creating that generic grimy industrial rail yard.
Speed Level Creation featuring this pack
NOTES: Extra content (terrain/foliage etc.) featured in thumbnail and video NOT included.
This description is for the Unreal Engine version, however the Unity version is almost identical aside from the loco and passenger car paint job (refer to last image for the Unity version) and the fact Unity uses a Detail Map instead of Material Layering.
Low poly optimized abandoned train pack with PBR textures.
Locomotive, Passenger car, and open boxcar have basic interiors.
Not rigged or animated, intended for static display, but do with as you wish.
- FA1 style locomotive: around 15k triangles.
- Five train cars/wagons: each cart is around 5k triangles, with the exception of the passenger car.
- Train tracks: 5 pieces, that includes two straight pieces, two curves and both right and left handed turnouts. About 2k-8k triangles.
-Car trucks/wheels are separate and about 2k triangles each.
Locomotive and 5 train cars
Some cars have interiors
Mesh for Spline use. But does NOT include pre-made spline.
Use the method in this easy tutorial to create a landscape spline for UE.
Metallic, Roughness, Normal, Base Color maps
Layered textures are 1024x1024
Layer masks are 4096x4096
All other 4096x4096
Scaled to Epic skeleton: No
Collision: Yes, Mostly custom
Vertex Count: Up to 9,047 Per Mesh
Number of Meshes: 27
Number of Materials and Material Instances: 18
Number of Textures: 89
Supported Development Platforms: PC
Supported Target Build Platforms: PC
Most materials use material layering with 3-5 layers.
All meshes have a second UV channel for lightmap.
Trucks/bogies/wheels are separate meshes to allow proper placement on curves.
Non-rigged and intended as static meshes in their current form.
Track is intended to be placed with ties sunk into terrain in most cases.
There is a rail joiner provided for decoration. These are normally used to connect rails
together about every 40 feet and staggered and thus are separate from the track meshes (since the
track meshes are cut evenly) so you can put them in prototypical locations.