Police Force 2 - Environment Art

Police Force was that one project that gave me the opportunity to craft some environment assets. I imported them to CryEngine to make these screenshots.

These containers are simple boxes with support edges.
The details all come from the normal map.
Normal map workflow for full control over the result:
1. Manually create a heightmap from shapes in Photoshop
2. Make several normal maps with different settings in CrazyBump
3. Blend them together in Photoshop (only red and green channels)
4. Reduce color noise on phototextures (makes normalmap show more clearly)
I had to find a way to make decent looking yet performant trees.
I used tree[d] to generate a single branch, then used that branch as source for trees.
In 3ds Max I used Normal Thief to adjust the normals for smoother lighting.

Specular map: I used a clouds layer to put noise into it, because in reality every leaf would be a different rotation.
This model is based on photos I took of a real switchbox.
I removed the graffiti to make the asset generic enough to be placed at every turn.