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Sohan Singh3D Game Artist
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Environments / Hard Surface Environment ·03 / 06

Environment · Hard-Surface Game Asset · 03

Camper Van

A lived-in camper van scene built from concept art — the van plus its surrounding props and small environment assets, 43.4K tris over two 4K texture sets.
MayaPainterArnoldPhotoshop43.4K tris4K PBR12 frames
Camper Van — Front Three-Quarter, Beauty pass
Viewport · PerspCAM_01 · Front Three-Quarter

BeautyFinal Arnold render with lighting and post.

Beauty render resolution 3840 by 2048

[01] — Asset breakdown

Project overview

The camper van environment was modeled in Autodesk Maya using a high-poly to low-poly workflow, based on concept artwork used as the primary visual reference. The environment includes the camper van along with surrounding props and small environmental assets, with optimized topology while preserving the key shapes, proportions, and design details from the reference.

The low-poly meshes were prepared for game-ready baking, transferring high-poly details through baked maps. The assets were UV unwrapped and textured using a PBR workflow in Substance 3D Painter, rendered in Arnold, and given final adjustments in Adobe Photoshop.

Project includes

Beauty RendersHDRI LightingAmbient OcclusionNormalColor IDWireframeTexture Maps

Technical specifications

Category
Hard Surface Environment
Polycount
43.4K tris
Texture resolution
4096 × 4096
Texture sets
2 × 4K
Texture maps
18 maps
Workflow
PBR Metallic / Roughness
Modeling
Autodesk Maya
Texturing
Substance 3D Painter
Rendering
Arnold Renderer
Post
Adobe Photoshop
Render resolution
3840 × 2048
Frames delivered
12 renders & passes

02 — Breakdown · 3 frames

Final Renders

Arnold beauty renders with final adjustments in Photoshop — plus the raw frame before post.

03 — Breakdown · 2 frames

HDRI Lighting

The asset dropped into real-world HDRI environments to prove the materials under natural light.

04 — Breakdown · 2 frames

Modeling & Topology

Game-mesh wireframes — edge flow, silhouette support and where the triangle budget is spent.

05 — Breakdown · 2 frames

Ambient Occlusion

Clay AO passes that read pure form, contact shadows and cavity detail without materials.

06 — Breakdown · 3 frames

Normal & Color ID

Normal and material-ID passes — surface orientation, baked detail and the masks behind texturing.

07 — Texture sets · 4096 × 4096

PBR Texture Maps

The exported Substance 3D Painter channels. Hover a channel to preview it, click the map to inspect it at full resolution.

Van Body9 channels · PBR metal / rough
Sohan Singh — Portfolio
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