Devlog #4: Building the Real World with Prop Modeling and Texturing


Hello everybody! 

I’m one of the artists developing this project, working as our 3D modeler with a focus on props for the game. I really enjoy creating props and adding small details in the textures to help bring them to life. I’m excited to collaborate with the whole team from start to finish as we continue developing our game!

I wanted to talk a bit about the art style we chose for the studio, and share some insights into the prop creation process and my thought process behind it.

Because our game involves a transition into a virtual world via a VR headset, I decided on a realistic art style for the "real world" studio environment. I felt this was the best way to sell the "game within a game" concept we're aiming for. This meant that props in the real world needed to be mid- to high-poly and use realistic textures.

The first step was to create a prop list based on our level diagram for the studio. The initial list included: a desktop computer, an office desk and chair, a VR headset, a terminal, ceiling light fixtures, a trashcan, pens and pencils, a reception desk, a phone, a whiteboard, a filing cabinet, a sofa, a coffee table, a tree for outside the building, a keycard, and a card reader.

Next, I modeled and UV unwrapped each prop in Maya 2024. My goal was clean topology and beveled edges to reduce the need for smoothing and avoid adding unnecessary polygons. I prioritized detail for interactive objects, while keeping background or less-visible assets more optimized.

Once the models were complete, I imported them into Substance Painter to create the textures. To achieve a realistic feel, I relied heavily on real world references and strong normal maps. Once I had the base look, I painted in damage and wear to give the props a slightly abandoned, lived-in feel.

Here are some renders of the props I’ve finished so far:


Thank you so much, I hope you all enjoyed this update! 

- Flynn 

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