In this exercise of visual and game design, I modelled, textured a large level inspired by Far Eastern-style architecture.
Modelling: I created a set of hero assets (4 cars & 12 unique houses). The buildings were decorated using 70 detail meshes, and the rest of the scene includes additional 184 unique low-poly props. The environment was assembled using a set of 13 modules (roads, pavements, etc.). I created the vegetation w/LODs (trees, bushes, flowers) in SpeedTree. The terrain was sculpted in Unity.
Textures: The scene consists of 11 2K prop atlases, 5 tileable textures (buildings, terrain), as well as 10 unique decals. The 16 hero assets (cars, houses) have individual texture sets. Environment elements (building details, road) use additional 6 atlases. The skybox was created in Terragen. 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 whiteboxed the level in Unity. I imported the models, created materials and prefabs, and placed props & decals in the layout. I designed the scene lighting (rendered Realtime Global Illumination to support dynamic light changes). I configured the post processing package (ACES Color Grading, Ambient Occlusion, Bloom, Volumetrics, Reflections). Finally, I used parallax shaders to simulate depth for the storefronts, modified the Standard Shader to support double-sided rendering for awnings, and set up a dynamic cable system.
3D Modelling, Texturing, Level Assembly, Lighting, Post-processing
3D Studio Max, Substance Painter, Adobe Photoshop, Unity