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Dying Light 2 Stay Human - Shop interiors

I was responsible for most of the 3D modeling/texturing, material creation and set dressing in those particular shop interiors (created as an benchmark examples for Level Art team). In general three visual styles: Grocery, Hardware and Pharmacy. Thanks to Kasia Mikułowska for providing most of the graphic designs and some additional helpful concept art work. Also special thanks to Michał Kubas for a ton of useful tips and feedback that helped me a lot along the process.
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Concept Art: Kasia Mikułowska
Level Art: Łukasz Maliński
Lighting: Fabio Salvi
Art Direction: Eric Cochonneau
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https://www.artstation.com/kasia_m
https://www.artstation.com/ask
https://www.artstation.com/hozon
https://www.artstation.com/pirat

Hardware shop.

Hardware shop.

Cool graphic designs connected with the shop visual style by Kasia Mikułowska.

Cool graphic designs connected with the shop visual style by Kasia Mikułowska.

Cash register, traffic cone and shopping cart prop by Alexander Kolyasa. Grass and dead bushes by Kamil Makowski.

Cash register, traffic cone and shopping cart prop by Alexander Kolyasa. Grass and dead bushes by Kamil Makowski.

Electricity OFF

Electricity OFF

Electricity ON - Lighting by Fabio Salvi.

Electricity ON - Lighting by Fabio Salvi.

Bigger hardware shop set dressing by level art and design team.

Bigger hardware shop set dressing by level art and design team.

Electricity ON - Lighting by Fabio Salvi.

Electricity ON - Lighting by Fabio Salvi.

Most of the assets for the shops. In general 95% of the models and textures finalized by me. Some of the props finals by Michał Niemiec, Alexander Kolyasa and outsource. Graphics designs sources for the wall or floor decals by Kasia Mikułowska.

Most of the assets for the shops. In general 95% of the models and textures finalized by me. Some of the props finals by Michał Niemiec, Alexander Kolyasa and outsource. Graphics designs sources for the wall or floor decals by Kasia Mikułowska.

Just some zoom. Assets and textures reused as much as possible - diffuse it is only the difference in most cases. Asset re-usability and modular ideas were important to me.

Just some zoom. Assets and textures reused as much as possible - diffuse it is only the difference in most cases. Asset re-usability and modular ideas were important to me.