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The Last of Us Abandoned Bedroom [Fan Art]

Based on the concept art by John Sweeney - https://www.artstation.com/artwork/LYxP

This is a game ready environment built in a modular room using mainly tileable materials. I used 3 x 4096 texture sets and it is playable with collision setup to allow for the player to walk around. We had 8 weeks for this project and I have learnt so much about optimisation and lighting an indoor scene. I used decals to add the posters and damage onto the walls.
This project was also my first time learning Marvellous Designer as well as some Houdini for the smashed mirror and it was super fun and I can't wait to use them more for future projects!
A few of the smaller assets such as the shoes, teddy and backpack I made using photogrammetry, using structured light scanners and I then cleaned up and created low polys by using Quad draw in Maya and baked the transferrable textures on in Designer. I also used photogrammetry for the cardboard texture for the boxes by taking lots of pictures and then using Substance 3D Sampler, 3DS Max and Designer I could create a texture from it.
The branches and leaves in the window were not made by me, I only put them together in SpeedTree and can be found at these links:
Branch: https://www.fab.com/listings/af48796f-f448-4e47-b277-610b7ed9ef0d
Leaf Cluster: https://www.fab.com/listings/8eb3c0f0-edaa-4c19-ae0a-9a49be6d6115

Fly Through

Clay renders GIF

Clay renders GIF

Progress GIF

Progress GIF

Asset Zoo

Asset Zoo

Asset Zoo Unlit

Asset Zoo Unlit

Asset Zoo Detail Lighting

Asset Zoo Detail Lighting

Asset Zoo Lighting Only

Asset Zoo Lighting Only

Asset Zoo Wireframe

Asset Zoo Wireframe

Some Tilable Material Renders

Some Tilable Material Renders

Trimsheet

Trimsheet

A few of the decals I made.

A few of the decals I made.

Walkthrough and collision testing.

Scanning in assets with structured light scanners

Scanning in assets with structured light scanners