Square Right Gasoline - Props & Assets

This is the majority of assets in the scene. It's not a huge amount but a lot of love and care was put into every single prop.

This is the majority of assets in the scene. It's not a huge amount but a lot of love and care was put into every single prop.

I needed to make crushed cans which meant I needed uncrushed cans which meant i needed some brands! Big thanks to everyone that helped with these ridiculous ideas, I love these. This is double "real" resolution of the assets

A collection of some of the smaller scatter props for this scene. I had a lot of fun making these and I think they hold up quite well.

A collection of some of the smaller scatter props for this scene. I had a lot of fun making these and I think they hold up quite well.

The first complete asset I made for this scene. This was the quality benchmark for props. It uses a single 2K texture to maintain a 10.24 ppcm texel density

A curb kit I set up early on for the outside of the gas station. The kit itself is a single 2k trim.

A curb kit I set up early on for the outside of the gas station. The kit itself is a single 2k trim.

Tileable brick for the bulding and the concrete tiles that line the floor of the outside of the gas station. These are relatively clean materials as they needed to not look overly worn and they had to tile a lot.

The gas pump uses 2 textures to maintain it's texel density. I'm really happy with how this one turned out which a bunch of researched details, I learnt about american fuel so that was fun

The gas pump uses 2 textures to maintain it's texel density. I'm really happy with how this one turned out which a bunch of researched details, I learnt about american fuel so that was fun

I singled these cones out to hopefully show off how much love I put into these assets, I really wanted to push my texturing with this one.

Some detail props up close. I had tons of fun making all these bits and pieces to set dress. Big thanks to Joe Seabuhr with my texturing here, it all started with the AC unit.

Some detail props up close. I had tons of fun making all these bits and pieces to set dress. Big thanks to Joe Seabuhr with my texturing here, it all started with the AC unit.

Sand! Getting good results in substance designer is still a big struggle for me but I'm really happy with how these turned out and more importantly how they look in the level!

Showing off the sand I made and it's simple blending. I think it looks natural and works well in the scene. You can also see RVT at work here on the rock

Showing off the sand I made and it's simple blending. I think it looks natural and works well in the scene. You can also see RVT at work here on the rock

Foliage was an interesting challenge. It wasn't at all a focus and not something I'm particularly good at but it was fun to poke around with and while they aren't great, I'm happy with the results for this purpose.

Foliage was an interesting challenge. It wasn't at all a focus and not something I'm particularly good at but it was fun to poke around with and while they aren't great, I'm happy with the results for this purpose.

Some tileable stone I made to texture all the rocks in the scene.

The rocks were made through photogrammetry. I got these out of my parents garden! Scans turned out well and were later retextured to fit the scene.

The rocks were made through photogrammetry. I got these out of my parents garden! Scans turned out well and were later retextured to fit the scene.

Rocks used 2 tiling materials, a single detail normal. This was controlled through a single texture to mark texture changes, edge highlights and crevice darkening.

Rocks used 2 tiling materials, a single detail normal. This was controlled through a single texture to mark texture changes, edge highlights and crevice darkening.

RVT at work. Having the sand blend with the rocks (and the road) was a huge visual jump and I'll definitely re-use this shader in future.

The background landscape assets. All made in Zbrush. I baked out a normal map and made an ID map, they were then textured with tileables.

The background landscape assets. All made in Zbrush. I baked out a normal map and made an ID map, they were then textured with tileables.

An overview of the focus area. You can see I tried to keep decal use light, there are a handful of splines too specifically for skid marks.

An overview of the focus area. You can see I tried to keep decal use light, there are a handful of splines too specifically for skid marks.

My favourite set of materials to come out of this was asphalt. Early tests looked better as a mat ball but didn't work great in the level. I settled on these as I found they looked great in the scene!

Here you can see the blending of the two asphalts with some bigger cracks achieved through light decal use

Here you can see the blending of the two asphalts with some bigger cracks achieved through light decal use

This was a fun prop to make! Big thanks to Albert Calvo for sending me some images of the one in the office, this was a really enjoyable prop to make!

My second favourite prop to come out of this. This was one of the last assets I made and it shows, I think I hit the level of texturing that I was really striving for and I'll work hard to maintain and surpass this in the future.

My second favourite prop to come out of this. This was one of the last assets I made and it shows, I think I hit the level of texturing that I was really striving for and I'll work hard to maintain and surpass this in the future.

An overview of the scene. I hope you liked it and take a look at the main post if you haven't already, it even has progress images!

An overview of the scene. I hope you liked it and take a look at the main post if you haven't already, it even has progress images!

Some of the props, shaders and materials from my real-time game ready environment in Unreal Engine 4, Square Right Gasoline.
This environment started as me playing with volumetric clouds so I guess the entire scene is feature creep.
The texel density for this was 10.24 and I used plenty of trims, lots of mirroring and trickery to maintain this without using extreme texture sizes.
Images here are mainly from Unreal Engine 4 and Marmoset Toolbag 3.
It was all modelled using Blender and Zbrush. Texturing was done with Substance Painter and Designer.
I had the opportunity to learn a lot with this and even setup RVT for myself, that blending did a lot for the look and feel of this scene.

Go check out the full scene and I hope you like it! https://www.artstation.com/artwork/YewKLb

Date
September 28, 2021