OVERVIEW
My ultimate intention for this project is to push my organic environment modelling and texturing skills further, Since I am targeting a Last Of Us similar ambience the importance of lighting is mandatory, although currently, I added one directional light and many spotlights to highlight certain parts.
Initially, I planned only a procedural sidewalk modular asset itself rather than creating the whole scene, later I changed the overall goal of the project and started working with other assets. I gathered multiple references and started to work with them.
These all are the multiple resources that I gathered from different sources.
For the sidewalk, I have created a complex Unreal Engine material to control Moss, Dirt and Water. The tiles material on the sidewalk was originally made using Substance Designer, however, I didn't use the substance material instance on account of a need to establish a flexible material system in the engine. The beams and manhole cover on the sidewalk were sculpted and baked with marmoset and then textured in Substance Painter. A hybrid game asset, Yes, for a model I used 8 texture samples and 2 material slots not a great idea for video memory and draw calls, although I want to push the quality this time.
Procedural Material for Dirt, Roughness, Moss and Water, Concrete beam and manhole cover sculpted with Zbrush, baked with Marmoset toolbag and textured in Substance painter
WORKING IN PROGRESS SCENE
For the procedural sidewalk model, I put tons of effort into pushing the quality harder, even though there are a few more important materials and assets that I working with
Noise node based brick worn patches (Unfortunately, there is no any way to pass a parameter to the node for having control via material instance )
The rubbles and stones on asphalt were sculpted, baked and textured with Substance Painter. In addition to that the ivy around the walls is generated using Speedtree, yet there are some tweaks involved to make it more natural.
Along others a few important models that I have made so far,
From the critiques I received, I am lacking in a few important composition essentials, thanks to the artists from Dinusty and Beyond Extend Community
- A Focal point to contrast from the rest of the scene
- Desaturated materials and highly frequent brick pattern
- Brick tiling size
- Broken asphalt composition
Currently working on those critiques and other modelling and texturing polishes.