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02 — Production Art

Salvage Prop Collection

24 hero props on a shared trim sheet — from damaged industrial salvage to hand tools, all engine-ready.

Year
2024
Role
Prop art · UV · texturing
Context
Personal
Type
Production Art
Software
Blender · RizomUV · Substance 3D · Marmoset Toolbag
Salvage Prop Collection hero shot

Props

24 hero assets

Shared set

1 trim + 1 detail sheet

Budget

2k – 12k tris each

Maps

2K per material

Constraints that shaped the set

  1. 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.

  2. Silhouette

    Readable at arm's length

    Props are designed for the distance a player actually sees them — silhouette first, surface detail second.

  3. 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.

  4. Wear

    Damage as a story layer

    Edge wear and dents follow how the object would actually be handled, not a uniform noise mask.

Breakdown

Low-poly topology — quad flow
Low-poly topology — quad flow
UV layout on shared trim
UV layout on shared trim
PBR channels — prop material
PBR channels — prop material
Hero prop turntable — baked normal, no subdivision at runtime
Hero prop turntable — baked normal, no subdivision at runtime

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.

24Props
1Shared trim sheet
512px / m density
2KTexture size