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City Entrance Landmark - Oradea, Romania

Recreating the unique and abstract entrance monument of Oradea Municipality for RoMapProject. This landmark is a prime example of mid-century industrial aesthetic, characterized by its complex pipe-like geometry and central branding element.

My main focus for this asset was authentic weathering. Instead of a simple yellow material, I used Gimp to hand-paint rust leaks, sun-bleached paint effects, and the specific corrosion pattern seen on the central capsule. The concrete base was textured to show vertical rain stains and accumulated dirt, ensuring it looks like it's been part of the landscape for decades.

The model is built from scratch in Blender, fully optimized for ETS2 with clean topology and custom baked Ambient Occlusion to help the intricate metal structure pop in the game engine.

Main render of the Oradea city landmark. Focused on capturing the complex pipe-line geometry and realistic PBR materials.

Main render of the Oradea city landmark. Focused on capturing the complex pipe-line geometry and realistic PBR materials.

Real-world reference from Google Street View. I aimed to match the specific oxidation patterns and the vibrant, yet weathered, yellow paint.

Real-world reference from Google Street View. I aimed to match the specific oxidation patterns and the vibrant, yet weathered, yellow paint.

Alternative front angle. The central "Municipiul Oradea" sign features custom textures to match the local branding.

Alternative front angle. The central "Municipiul Oradea" sign features custom textures to match the local branding.

In-game implementation. The asset stands as a significant landmark, aiding player orientation while maintaining high performance.

In-game implementation. The asset stands as a significant landmark, aiding player orientation while maintaining high performance.

Rear perspective showcasing the consistency of the rust and dirt buildup across the entire structure.

Rear perspective showcasing the consistency of the rust and dirt buildup across the entire structure.

Detail view from the back. Even non-primary angles were treated with the same level of texturing detail.

Detail view from the back. Even non-primary angles were treated with the same level of texturing detail.

Front wireframe. Clean topology is essential for such a thin and complex structure to avoid visual glitches in-game.

Front wireframe. Clean topology is essential for such a thin and complex structure to avoid visual glitches in-game.

Side profile wireframe, showing the precise alignment of the structural elements.

Side profile wireframe, showing the precise alignment of the structural elements.