This hero game asset was created as a study in realistic prop design and surface aging. I wanted to portray an air conditioning unit that had aged in a humid, shaded forest environment — where moisture darkens rust and adds depth to the materials.
The model was created in Blender, with both high and low poly versions divided into three parts for better texture management. The main section (Part A) uses UDIMs to preserve texture quality. Baking was done using the explode method, and all decals were designed in Photoshop before texturing in Substance Painter with the clone technique for more control.
Textures were exported from Substance Painter for use in Unreal Engine. Lighting, Render and post-processing were handled in Marmoset Toolbag.