Retro Mechanic’s Garage

Hello everyone, I am currently taking on a mini environment task and this is my pitch idea

Overview:

This environment depicts a gritty, lived-in mechanic’s garage with a strong retro European aesthetic. The space feels authentic, cluttered, and full of narrative hints, suggesting decades of use, repairs, and personal stories.

Key Visual Elements:

  • Central Hero Asset: A small vintage red car, slightly worn, positioned on the workshop floor as if undergoing repairs.

  • Industrial Architecture: Exposed brick walls, high ceilings, visible metal beams, and worn concrete flooring give the space an old, utilitarian charm.

  • Upper Mezzanine: A metal staircase leads to a second-level storage area, filled with tools, tires, and equipment. This adds verticality and depth to the environment.

  • Lighting: Warm, slightly dim workshop lighting creates a cozy yet gritty mood — ideal for conveying realism and atmosphere.

  • Clutter and Storytelling Props: Toolboxes, tires, oil cans, posters, cables, shelving units, and repair equipment establish a believable, functional workspace.

Overall Mood and Style:

The theme blends nostalgia, industrial realism, and urban decay, creating a space that feels alive with history. It’s the kind of environment where players might discover hidden stories, interact with objects, or meet a quirky NPC mechanic.

This week has been productive! I finished the blocking stage, which really helped me lay out the scene and get a sense of the overall composition. I also started modeling some of the props, giving life to the environment, and began working on my hero asset. It’s exciting to see everything start to come together, and I’m looking forward to pushing these assets further in the coming weeks.

This week, I kept working on the assets needed for the scene and made good progress refining them. I also finished the UVs for the hero asset and have started texturing it, laying down the base materials and overall look. On top of that, I set up a few cameras around the scene to capture different angles, which will help with reviewing the layout and preparing future renders.

For this week, I focused on adding textures to several objects in the scene and continued making steady progress on the hero asset. Most of the models are now complete, with just a few items left to finish up before moving fully into the remaining texturing work. Overall, things are coming together well, and I’m starting to see the environment take shape visually. Below is the progress I’ve made so far.