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Food Truck Art Test

An environment art test I did 6 years ago while at Liquid Development that landed us work with Rocksteady. I was responsible for everything from the blockout, planning how and where to break up the asset into unique and tiling materials, all material creation (Unreal Engine 4), decal creation and usage, modeling and texturing of all props and tiling elements, etc.

Bevels and other details were generally exaggerated to hold up well from a third person camera. I modeled the highpoly in a way that allowed me to swap out panels and trims with the tiling lowpoly elements as they were finalized, gradually converting the highpoly mesh into the final lowpoly one while being able to preview everything in place throughout production.

For the kitchen, I made a small kit of beveled panel swatches which were used to texture all metal surfaces. This freed up the rest of the texture for the unique props, so everything was on one drawcall.

For the kitchen, I made a small kit of beveled panel swatches which were used to texture all metal surfaces. This freed up the rest of the texture for the unique props, so everything was on one drawcall.

The LEDs used parallax occlusion mapping and animation. I created a couple animation frames for the food graphics and placed them at specific intervals in the texture. The material then offset the UVs by those intervals to create animation.

The LEDs used parallax occlusion mapping and animation. I created a couple animation frames for the food graphics and placed them at specific intervals in the texture. The material then offset the UVs by those intervals to create animation.

The concept we were provided was very loose, and it was up to me to plan how to tackle the asset. We were given a target texel density to adhere to, which I took into account when creating the production plan.

The concept we were provided was very loose, and it was up to me to plan how to tackle the asset. We were given a target texel density to adhere to, which I took into account when creating the production plan.