Rural Underpass - R&D Environment - Workflow Optimization Study
Rural Underpass - Environment

Rural Underpass - Environment

Rural Underpass - Vending | Close-up

Rural Underpass - Vending | Close-up

Lighting - Time of Day - Atmosphere - Clouds

Vending Machine - Asset Showcase

Vending Machine - Asset Showcase

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 - Showcase

Plastic Crate - Showcase

Plastic Crate - Showcase | Closeup

Plastic Crate - Showcase | Closeup

Plastic Crate - Turntable | Wire-frame

Plastic Crate - Texturing Breakdown

Utility Pole - Showcase

Utility Pole - Showcase

Utility Pole - Showcase | Closeup

Utility Pole - Showcase | Closeup

Utility Pole - Turntable | Wire-frame

Mirror & Sign - Showcase

Mirror & Sign - Showcase

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.