Game design
PBR Textures
I specialize in creating PBR textures using Adobe Substance tools – building realistic materials through albedo, normal, roughness, and metallic maps that accurately simulate how different surfaces interact with light in real-time engines.
Services:
PBR Textures
PBR Textures
Client:
Game design
Game design
Year:
2025
2025


Concept
I worked as a texture artist on the Prague metro simulator Back in Service, creating PBR textures for train interiors and exteriors. Using Adobe Substance 3D Designer and Painter, I made physically accurate materials that had to look authentic – worn-out seats, chipped paint on handrails, patina on metal parts. Every texture needed to match the real Prague metro trains while staying optimized for real-time rendering in the game.
Scope
My work covered complete texturing of interior elements like seats, floors, control panels, and info displays, plus exterior parts like body panels, doors, and front masks. I created albedo, normal, roughness, metallic, and AO maps for each asset. Worked closely with 3D modelers and programmers to make sure materials looked right in Unreal Engine and behaved realistically under different lighting conditions.
Toughest Challenge
The toughest part was the 81-71 metro train – an iconic type from the communist era. The goal was to achieve a 1:1 replica of the actual train, including all the wear and tear from decades of service. I studied tons of reference photos and videos from real trains to capture specific damage patterns – worn rubber flooring near doors, yellowed plastics, hand marks on poles. Textured over 50 unique objects and built a layered material system for procedural weathering that keeps things looking authentic from any angle.
Concept
I worked as a texture artist on the Prague metro simulator Back in Service, creating PBR textures for train interiors and exteriors. Using Adobe Substance 3D Designer and Painter, I made physically accurate materials that had to look authentic – worn-out seats, chipped paint on handrails, patina on metal parts. Every texture needed to match the real Prague metro trains while staying optimized for real-time rendering in the game.
Scope
My work covered complete texturing of interior elements like seats, floors, control panels, and info displays, plus exterior parts like body panels, doors, and front masks. I created albedo, normal, roughness, metallic, and AO maps for each asset. Worked closely with 3D modelers and programmers to make sure materials looked right in Unreal Engine and behaved realistically under different lighting conditions.
Toughest Challenge
The toughest part was the 81-71 metro train – an iconic type from the communist era. The goal was to achieve a 1:1 replica of the actual train, including all the wear and tear from decades of service. I studied tons of reference photos and videos from real trains to capture specific damage patterns – worn rubber flooring near doors, yellowed plastics, hand marks on poles. Textured over 50 unique objects and built a layered material system for procedural weathering that keeps things looking authentic from any angle.










