Museum - (Last of Us Inspired Realtime Scene) - UE5 Lumen

Project in collaboration with Leonard Garcia
https://www.artstation.com/leonard_garcia
Created using Unreal Engine 5 and Lumen
Custom RGBA Mask multi-material system
Check out the break down below!

Our goals for this project were to create a high fidelity game-ready scene, emphasize telling micro-narratives, and utilizing new tools afforded by Unreal Engine 5. We also sought out to create a workflow that would enable us to iterate on assets quickly and utilize the power of procedural materials. Thus, we spent a while at the beginning of the project creating a dynamic shader that could leverage the power of tiling materials, mask generators within Substance Painter, and vertex painting to allow for flexible and iterative texturing within engine. Boxes from Unreal store, all other assets fully custom.

Original concept by Rado Markovic
https://www.artstation.com/radomarkovic

Video has audio! Background music "All Gone (No Escape)" from Last of Us

Bust created by modifying and combining two megascans assets in ZBrush and then retopologizing in Maya

Bust created by modifying and combining two megascans assets in ZBrush and then retopologizing in Maya

All assets have a unique RGBA mask, packing together up to 4 greyscale masks created using generators from Substance Painter, for in-engine material blending

All assets have a unique RGBA mask, packing together up to 4 greyscale masks created using generators from Substance Painter, for in-engine material blending

Material layers with Cheap tri-planar projection, UV tiling vs World Space options, UV rotation inputs

Material layers with Cheap tri-planar projection, UV tiling vs World Space options, UV rotation inputs

Our set up for RGBA mask/Vertex Paint inputs and height blending material layers

Our set up for RGBA mask/Vertex Paint inputs and height blending material layers

Optional blending for baked asset normals

Optional blending for baked asset normals

Layering materials with individual RGBA Mask Controls & Vertex Paint

Layering materials with individual RGBA Mask Controls & Vertex Paint

Material Layers store customizations, and our library allowed for quick drag and drop customization

Material Layers store customizations, and our library allowed for quick drag and drop customization

Frames and paintings textured using trimsheet/atlas

Frames and paintings textured using trimsheet/atlas

Megascans vegetation used in foliage set-dressing. Other custom foliage/vines cards/flats created in maya and textured using megascans atlases

Megascans vegetation used in foliage set-dressing. Other custom foliage/vines cards/flats created in maya and textured using megascans atlases

Micro-narratives within the scene were a large emphasis for me with this project, and part of that was using decal layering to tell about the environment and its decay

Project Timelapse

Museum (Last of Us Inspired Realtime Scene) - Project Thumbnail

Museum (Last of Us Inspired Realtime Scene) - Project Thumbnail