Lighting - Time of Day - Atmosphere - Clouds
Rural Underpass - Scene Breakdown
Vending - Turntable | Composite | Direct Color | UV + Direct Light | Wire-frame
Vending - Texturing Breakdown
Bottles - Turntable | Wire-frame
Cans - Turntable | Wire-frame
Bottles & Cans - Texturing Breakdown
Plastic Crate - Turntable | Wire-frame
Plastic Crate - Texturing Breakdown
Utility Pole - Turntable | Wire-frame
Mirror & Sign - Turntable | Wire-frame
Utility Pole - Texture Breakdown
Mirrors & Signs - Texture Breakdown
Dandelion Leaves - Turnaround
English Ivy - Turnaround
Crab Grass - Turnaround
Virginia Creeper - Turnaround
Yellow Archangel - Turnaround
Tree - Turnaround
Foliage - Texture Breakdown
Underpass - Texture Breakdown
Road & Field | Texture Breakdown
This project was developed as a research and development environment to explore and optimize multiple 3D asset creation pipelines. Every asset in the scene was created from scratch by me, using a mix of procedural, parametric, and traditional modeling techniques, with a strong focus on non-destructive workflows, iteration speed, and real-time optimization.
Key Objectives
- Test and refine non-destructive modeling techniques to improve asset re-usability and flexibility.
- Compare procedural vs. traditional texturing and modeling workflows for quality, control, and speed.
- Build an asset library ready for both real-time engines and offline rendering.
Modeling:
- Blender with Geometry Nodes, procedural modifiers, and traditional polygonal modeling.
- All assets designed for real-time use, with optional subdivision ready topology for high-end rendering.
Texturing & Materials:
- Created all materials from scratch using Substance Designer, Substance Painter, and Blender’s node-based shader editor.
- Focus on BSDF shaders with real-world physical accuracy and modularity.
Baking & Optimization:
- Used Marmoset Toolbag for baking high-to-low poly details for procedural texturing purposes.
- Emphasis on clean UVs, efficient geometry, and reusable material systems.
Rendering & Compositing:
- Rendered and composited in Blender using Cycles
- Color and Look were developed using Render Raw and non-destructive node based adjustments
This scene served as a controlled sandbox to test iterative asset creation while maintaining high visual standards across different platforms, from games to cinematic visualization.