A highly optimized, game-ready 1970s Soviet train cabin environment designed for a technical case study. My primary goal was to achieve maximum atmospheric fidelity while strictly optimizing polycounts, texture memory, and draw calls for real-time engines.
Retopology in Blender for clean game-ready edge loops, and baking high-to-low poly maps in Marmoset Toolbag to squeeze out maximum detail.
🔹 Environment Polycount: 4,966 Triangles
🔹Lighting: Baked Global Illumination (GI) + Dynamic Light Probes
🔹 Engine: Rendered in Unity 6000.3
📂 Playable Scene & Source Files: https://github.com/denizozkanart/Soviet-Wagon-Case)