Cleanup at Aisle One

In this exercise of visual and game design, I modelled, textured a small scene illustrating the aftermath of a robbery at a gas station.

About the project

Modelling: I created and used 8 building modules to assemble the store. Next, I created 70 unique low-poly props to populate the scene. Finally, I created 3 SpeedTree plants (w/ LODs) suitable to the desert environment. Lightmap UVWs were created in the modelling package.

Texturing: I created 6 2K prop atlases and 4 tileable textures (desert, floor, ceiling), as well as 10 unique decals. The textures were created in Substance Painter and Photoshop (with Substance Bitmap2Material) as PBR Metallic with Emission & Normal Maps. Normal maps were baked from high-poly models and/or detailed by hand in Substance Painter.

Pipeline: I did the initial whiteboxing in Unity, and finalized the layout in 3DS Max. I imported and set up models as prefabs, as well as created materials in-engine. Placed props & decals, and sculpted the environment terrain in Unity. I designed the scene lighting (Baked Global Illumination was used to bounce light). i configured the post processing package (ACES Color Grading, Ambient Occlusion, Bloom, Volumetrics, Reflections). Finally, I used translucent shaders to make the roll-up blinds appear properly.

View Props & Wireframes on SketchFab


3D Modelling, Texturing, Level Assembly, Lighting, Post-processing

Tools & Methodology

3D Studio Max, Substance Painter, Adobe Photoshop, Unity