PBR Materials / Substance
The following was a quick set of assets I created to learn more about Substance Painter / Designer and how it specifically can generate textures for a Physically Based Rendering pipeline. The 3d models were created in Maya, exported as FBX to Substance where I created materials / textures procedurally, and baked normal maps (e.g. a high res version of the tire baked onto a low res version). Finally, the textures for the wall, tires, and fence were packed into a single texture atlas.
These assets were then exported into Unity where I setup materials using the Unity Standard Shader, and lit the scene with dynamic and baked lighting.