When ICE-T meets ICE1 or ICE3 for example in Frankfurt, it can be seen, especially on ICE1, that it would like to update the textures. I don't know how realistic it would be for ICE1 or ICE3 to get updated textures, but I had to write it
In particular, ICE1 is quite white compared to ICE-T, it has a very dull impression. More shine and a little darkening of the whites would definitely help. More than a phototexture, it looks like a hand drawn. I hope that it works intelligibly, because the translator is not always completely ideal
It's not that hard to make a quick comparison to illustrate a point. I believe the red ICE 3 is from Köln-Aachen and the green one is from KWG. To me, the ICE T has the best shade of white and should be copied over. ICE 1 is still pretty nice but the ICE 3s are so bright that is loses detail. One more thing to note though is that the ICE T has a lot of panels and details on the roof, which makes it look more interesting so it might also be worth breaking thing up on the ICE 3s. Not with fake panels but light dirt and stuff.
doesn't seem like it has many of those panels... and TSW already comes, well, close enough, especially with that part at the back of the end car, atleast by shape. bit more texturing couldve been done, yes. I agree on the whiteness though, since the ICE T has a bit more of a gray texture it also seems more realistic. especially if you view the texture yourself: it is unlikely that DTG adjusts the grayscale for it. however, atleast for PC users, mods are always possible.
Officially the color isn't white but Lichtgrau (light gray), RAL 7035. So, yes, the ICE-T is more correct See how gray it is. compared to the white comtainer in the foreground, and the platform markings?
Yeah, it doesn't so that's why I suggested dirt or something else that can break up the surface without making up details that aren't there. Gotta do the art part you know . And not just copy what's there. Just from the picture you posted, I can see that there's a line of dirt going across the middle with more splotches on the roof. The seam around the rear is also highlighted. You always have to find these interesting things, combine them together and base your texturing work on that. It's not that difficult once you know what to look for. On the other hand, this is largely incompatible with Dovetail's hyper-efficient texture layout, where they get a single 4k texture for an entire passenger coach but that's another question. For example here for my study, I found this wiped front number and warning labels that I decided to replicate, which maybe added to the sense of scale. The downside is that I painted it on a single 8k texture and even with that, I was at around half the resolution than what would be ideal for first-person viewing (490 vs 1024 pixels per meter). 4 times the texture space compared to the original so you do have to make your tradeoffs between unique details and memory efficiency as well as other potential qualities.