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Remnant - Environment (MA - Module 5)

For my final project of my MA Game Art course at Escape Studios, I had the opportunity to create an environment inspired by the Last Of Us series. The project focussed on the creation of an abandoned, dilapidated garage, set in a post - apocalyptic New York city. The city was closed off from the world after an unknown disease that occurred 10 years ago. Remnants of the abandoned city still remain, however nature has taken its toll. The focal point of the environment was the interior of the garage and the exterior was used to show a glimpse of the abandoned city from a distance. Over the course of four months, I was able to execute a cohesive time plan for the project, research and efficiently manage the project with ease, whilst utilising constructive feedback from both my tutor and peers. This project allowed me to pursue the usage of in depth foliage and decal creation, which solidified the post - apocalyptic style, that the Last Of Us series visually portrays. Modularity was heavily integrated into the project to speed up production time and feasibly extend or condence the interior if needed. Overall I am satisfied with the final result because I feel that I have created a realistic environment that transitions well with the post apocalyptic style. Thanks for viewing.

- Made in Unreal Engine 5.4
- Modelling done with Maya, Blender and Zbrush
- Foliage done using Quixel Megascans and Maya to generate cards
- Texturing done with Substance Painter
- Tileable material done with Substance Designer and Zbrush
- Renditions done with Unreal Engine and Photoshop
- Video editing done with Premier Pro

Main Render

Main Render

Environment Video

Environment Video Walkthrough

Props Showcase

Props Showcase

Vertex Painting: Material Shader

Vertex Painting: Material Shader

Water Puddles: Material Shader

Water Puddles: Material Shader

Master Material Shader

Master Material Shader

Mist: Material Shader

Mist: Material Shader

Niagara VFX: Dust Motes

Niagara VFX: Dust Motes

Brick Material: Substance Designer

Brick Material: Substance Designer

Zbrush height map generation from alpha. I used this workflow to develop the modular kit for the garage.

Zbrush height map generation from alpha. I used this workflow to develop the modular kit for the garage.

Foliage made using Quixel Megascans and Maya to generate mesh cards

Foliage made using Quixel Megascans and Maya to generate mesh cards

Blockout/Greybox in Unreal Engine

Blockout/Greybox in Unreal Engine

Maya - Early blockout stages.

Maya - Early blockout stages.

Modular kit, baked and textured in Substance 3D Painter.

Modular kit, baked and textured in Substance 3D Painter.

Modular kit assembled in Unreal engine during some of the earlier stages of the project.

Modular kit assembled in Unreal engine during some of the earlier stages of the project.

Development of the Harley Davidson bike hero asset. Using Maya, for a lot of the angular parts of the bike, I used the sweep mesh and CV curve tool that would generate geometry. This proved an effective way to create complex shapes seamlessly.

Development of the Harley Davidson bike hero asset. Using Maya, for a lot of the angular parts of the bike, I used the sweep mesh and CV curve tool that would generate geometry. This proved an effective way to create complex shapes seamlessly.

Development of the skeleton story telling asset. Used Zbrush to sculpt the high poly and used Maya to create the low poly.

Development of the skeleton story telling asset. Used Zbrush to sculpt the high poly and used Maya to create the low poly.

Texel density - I made the effort to allocate and pack as many meshes as possible into the 0.1 grid in order to save on space using layout and orient shells, which straightens angular meshes and packs them together.

Texel density - I made the effort to allocate and pack as many meshes as possible into the 0.1 grid in order to save on space using layout and orient shells, which straightens angular meshes and packs them together.

Examples of assets that were packed together and optimised in engine.

Examples of assets that were packed together and optimised in engine.

Medium assets - Using one texture set

Medium assets - Using one texture set

Moodboards - Inspiration, style, theme

Moodboards - Inspiration, style, theme