NOTE: All these are WIP renders from 2025


Main environments for Gear club UNLIMITED 3

FRance Performance shop

SOFTWARE USED: unity, maya, substance painter, substance designer, zbrush

SHading COmparison

Full enviroment under 100k triangles.
Work in progress screenshots, not representing final shading.

Texture Example

Using Substance Designer & Substance Painter

Decals use in-house Unity render pipeline with custom deferred decal mesh shader (both cut-out and alpha-blend optimized).
I was in charge of modelling, texturing, LODs, lightmap and shadow catcher, final design and lookdev, troubleshooting.

Wall and floor details (dust and humidity according to sun orientation i.e.) combining deferred decals and blend vertex shaders

Art Director: Roxan Carle
Lighting Artist: Luca Goury

Scenario filled combining tiles, MASH procedural stairs, generic texture creations, specific textures and alpha-cut decals

Provided concept