After playing the Last Of Us series I become a huge fan of Naughtydog's art. This Abandoned Street environment is heavily inspired by the Last Of Us series. The original intention was to create procedural workflows to extend the customizability of the scene assets, and I pushed my lighting and composition skills further through this project. After watching a documentary from Naugthydog for the scene lighting the idea of ignoring directional light and heavily relying on spot and point lights to highlight a certain part of the scene gave me good end results. The majority of the assets are made by me and ground cover foliage and huge trees behind the breakfast restaurant are from Megascans. There are quite a few shaders I wrote this project because I wanted to give priority to proceduralism. The shader I made for the sidewalk is quite complex, plus there are a couple of controls to adjust the Dirt, Water and Moss density. Also, the noise node-based procedural stucco patch generator is another important shader I wrote for this project. also has a vertex painting option to have artistic freedom. Dinusty community helped me through the project a lot, also I received mentorship from Jeremy Estrellado gave me a good grasp on understanding lighting and composition.
https://www.artstation.com/dinusty
Thanks to everybody who gave me the feedback and motivation to push this project.