This wooden boat was created for an environment that explores isolation, detachment and the feeling of being lost at sea. I wanted the boat itself to reflect its surroundings with one oar, rough waters, rock impacts and years of wear shaping the wood. The purpose of this piece was to study how wood behaves in different conditions, how damage builds up over time and how an environment leaves its mark on a prop. I strictly focused on maintaining a 1024 px per unit density since this is a hero prop, and used UDIMs to support that. The asset is textured across four 4K UDIM tiles to hold detail. The environment this boat belongs to is still a work in progress, but this prop sets the tone for that world.

Below is the interactive Marmoset Viewer. Click on Layer Views button to explore the model in 3D, view the wireframe, and checkout the base colour, normal, and roughness maps

I created a procedural screw hole, and manual cracks system in Substance Painter using an anchoring workflow. This setup let me break up the surface detail naturally and add micro elements like edge highlights, subtle dents and surface variation without manually placing anything. Every plank reacts to the masks and anchors, so the screw holes blend into the wood grain and feel hand made. This made the detailing fast, consistent and believable while keeping the look non destructive.

Custom screw-hole material created with a reusable smart mask system.
Includes procedural dirt, bevel, blur-slope, edge highlights and histogram controls.
Designed for one-click application across UDIM tiles.

UDIM Tile Breakdown

To maintain a consistent high-resolution texel density for this hero prop, the asset is unwrapped across four 4K UDIM tiles at a density of approximately 1024 px/unit. This approach allows clean texture detail on long wooden planks without stretching, even in close-up shots. UV shells are tightly packed and aligned to support efficient baking and high-quality texturing workflows. UV shells are tightly and efficiently packed across the UDIM tiles, minimizing pixel wastage and maximizing texture resolution for all visible surfaces.

  • 1001 — Starboard Hull

  • 1002 — Port Hull

  • 1003 — Interior Planks & Seats

  • 1004 — Oar & Accessory Elements

Wireframe renders

Reference Images

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Temple Corridor (Transition level from the game "Time Rift")

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Viking's Horn Game Ready Asset