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Last Yard

I'm proud to present my final project for the mentorship term completed at Think Tank Online. The environment was created in Unreal Engine 5 over a 4 month period and is based on the following concept art created by Huihui Chen: https://www.artstation.com/artwork/RnEOXW

Other than the images used in the posters, I was responsible for creating everything in this scene. This project allowed me to experiment with using several different workflows and techniques to recreate the concept. Except for the tarps, foliage, and boxes, all assets were created using a midpoly workflow which helped to speed up the modeling phase and allowed for quick iterations as needed.

Special thanks to my mentor, Kacper Niepokólczycki, for his all his guidance and knowledge over the past few months which pushed me to complete this project. https://www.artstation.com/kacperniepoklczycki

Render Passes

Progress Shots

Concept Comparison

Concept Comparison

Props.  Smaller props were textured together to save UV space.  Mask was created for the drum barrels and flower pot to adjust their main color in-engine.  Small rocks were placed throughout the ground to add depth to the material.

Props. Smaller props were textured together to save UV space. Mask was created for the drum barrels and flower pot to adjust their main color in-engine. Small rocks were placed throughout the ground to add depth to the material.

Structural props and tarps. Smaller tarps modeled in Marvelous Designer, then refined and decimated using ZBrush.

Structural props and tarps. Smaller tarps modeled in Marvelous Designer, then refined and decimated using ZBrush.

Tree created using Speedtree, larger foliage, foliage atlas, and branch bake.  leaves were modeled in Maya, sculpted in Zbrush, and then textured in substance painter.  Branches were assembled and baked in Speedtree.

Tree created using Speedtree, larger foliage, foliage atlas, and branch bake. leaves were modeled in Maya, sculpted in Zbrush, and then textured in substance painter. Branches were assembled and baked in Speedtree.

Smaller foliage.  Assembled in Speedtree and Maya.

Smaller foliage. Assembled in Speedtree and Maya.

Basic Modular kit and billboards created and used for all the buildings in the background.  Images on billboards were applied using a decal.  A world position grunge function was used to add variation to the textures.

Basic Modular kit and billboards created and used for all the buildings in the background. Images on billboards were applied using a decal. A world position grunge function was used to add variation to the textures.

Various posters, banner, decals, and decal atlases created.  Images were downloaded from Unsplash.com or taken from photos online of Dobashi Station, the station used in the concept.  Paint splatters and text were created in Photoshop.

Various posters, banner, decals, and decal atlases created. Images were downloaded from Unsplash.com or taken from photos online of Dobashi Station, the station used in the concept. Paint splatters and text were created in Photoshop.

Decal Atlas Shader Demo

Tram Assets.  Other than the bogie, assets were textured entirely using tileables, RGB masking, decals, and POM decals.

Tram Assets. Other than the bogie, assets were textured entirely using tileables, RGB masking, decals, and POM decals.

Trim with Parallax Occlusion Mapping (POM) decals created for the Tram

Trim with Parallax Occlusion Mapping (POM) decals created for the Tram

Tram Texture Breakdown

Vertex Paint Demo for the ground

Tileables created in Substance Designer.  These were used for the ground materials.

Tileables created in Substance Designer. These were used for the ground materials.

Tileables created in Substance Designer.  Used for the large wooden structures, planters, and shelf.

Tileables created in Substance Designer. Used for the large wooden structures, planters, and shelf.

Tileables created in Substance Designer.  Wall tiles were used for the background buildings.

Tileables created in Substance Designer. Wall tiles were used for the background buildings.

Paint and Pavement tileable created in Substance Painter.  Plastic material created in Unreal Engine through a shader.

Paint and Pavement tileable created in Substance Painter. Plastic material created in Unreal Engine through a shader.

Reference Board

Reference Board