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.

Get in touch

If you are interested in collaboration, a new project, or simply connecting, feel free to get in touch. I look forward to hearing from you.

+420 604 552 104

adamrajch@seznam.cz

Get in touch

If you are interested in collaboration, a new project, or simply connecting, feel free to get in touch. I look forward to hearing from you.

+420 604 552 104

adamrajch@seznam.cz

Get in touch

If you are interested in collaboration, a new project, or simply connecting, feel free to get in touch. I look forward to hearing from you.

+420 604 552 104

adamrajch@seznam.cz