
I tasked myself to recreate a real world object for practice on creating a high-fidelity game ready asset.
Modeled in Blender, textured in Substance Painter.
Overview
Real world references
Let’s Talk Texturing
I wanted to focus on texturing. I really enjoyed the Substance Painter workflow and learning what it takes to use professional software. I learned about how their layering system works, and masking was very intuitive coming from Photoshop and Illustrator.
I also scanned in the vectorized logos from the real world reference to get precise and paint on the side.

BaseColor

Roughness

Metallic

Normal
…and now topology.
See those stretched faces? See that absurdly high poly count on the hinges? I don’t even want you to acknowledge the triangle fans on the sides. I took the time to understand how and why these are bad design choices, and what I need to do to fix them.
I took my gas pump as an opportunity to understand how to bake down all of the normal data from this high poly model.