Website powered by

Abandoned Route 66 Gas Station Enviroment

This started as a small project meant to round out my Environment Art Portfolio that eventually expanded into a more complex undertaking. My main goal was to create a more dense and detailed scene in contrast to my last project, along with getting acquainted with UE4's Post Processing capabilities and the usage of Vertex Paint and decals.

My favorite asset is the Burning barrel. I was pushed to learn new ways to approach it as it employs both alpha textures, emissive textures and baked in objects to simulate a higher level of detail. This method of baking props into the normal map was inspired by various assets from Destiny 2 and Dishonored which I observed while playing. I will upload some of the original assets individually in the coming days in order to allow a deeper look at them.

Credits:
Various additional textures, decals and assets from the Quixel Megascans library
1977 Old Truck- Raphael Escamilla, CC Attribution license

Exterior Assets Breakdown

Exterior Assets Breakdown

Barrel Variation Breakdown

Barrel Variation Breakdown

Exterior Modular Assets Breakdown with Vertex Paint

Exterior Modular Assets Breakdown with Vertex Paint

Station Assets Breakdown

Station Assets Breakdown

Pump Variation Detail

Pump Variation Detail

Interior Assets Breakdown

Interior Assets Breakdown

Sleeping Bag Detail

Sleeping Bag Detail

Small Props Breakdown

Small Props Breakdown

Bottle Detail with Full and Empty variation

Bottle Detail with Full and Empty variation

Detail Light

Detail Light

Detail Light

Detail Light

Detail Light

Detail Light

Original scene with no Post Processing

Original scene with no Post Processing

Editor View showcasing Decals, Lights, Lightmass Importance and Post Processing volumes

Editor View showcasing Decals, Lights, Lightmass Importance and Post Processing volumes

Unlit

Unlit