Environments / Hard Surface Environment ·03 / 06
Environment · Hard-Surface Game Asset · 03
Camper Van

BeautyFinal Arnold render with lighting and post.
[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
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.
End of level
Interested in this asset or pipeline?
Let's talk about hard-surface modeling, game-ready props, PBR texturing — or a role on your team.


