The Woodworker’s Bench

A game-ready woodworking workbench environment focused on material storytelling and real-time efficiency.

Built using a full high-to-low poly workflow with selective mid-poly usage. Topology, UVs, and texel density were planned early to support clean bakes and predictable performance. Textures were authored using a PBR workflow, with wear and surface variation driven by use rather than procedural noise.

Lighting and presentation were kept simple to emphasize form, materials, and readability, reflecting real production constraints.

Workflow Highlights

Game-ready optimized topology
High-to-low poly baking
Clean UV layout and texel density control
PBR texturing in Substance Painter
Real-time focused lighting and presentation

This project was created while developing my game art curriculum, where I break down the full production pipeline step-by-step using the same workflows shown here.

Full breakdown and course material available at
https://www.onmars3d.com/

Date
November 28, 2025