Constraints that shaped the set
- UV
One trim sheet, shared shells
Every hard edge is unwrapped onto a shared trim, so a full prop set textures as a single pass and stays consistent.
- Silhouette
Readable at arm's length
Props are designed for the distance a player actually sees them — silhouette first, surface detail second.
- Budget
Two to twelve thousand tris
Budget set by screen time: hero hand-tools get density, background salvage stays cheap and reads through normal detail.
- Wear
Damage as a story layer
Edge wear and dents follow how the object would actually be handled, not a uniform noise mask.
Breakdown
Baking & texturing
High-poly detail is baked to normal and AO only — albedo, roughness and metalness are painted straight in Substance against the trim, so the set never picks up per-prop colour drift.
Texel density is held at 512 px/m across all 24 props. That's what makes a hand tool and a shipping crate look like they were photographed in the same room.