This gallery is a collection of some of the many materials I made during the production of The Last of Us Part I.
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This series gives an overview of my responsibilities on the project as Senior Environment Texture Artist with some detailed breakdown, blending videos, before/after shots and material balls.
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Every material showcased in this gallery were all fully made in Substance 3D Designer and rendered in Marmoset Toolbag.
While these materials were made for the Capitol Interior, most of them were also put in the base library and can be found throughout the game.
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For more information, please make sure to read the caption under each image and video to get some additional insight on my workflow and Environment Art techniques.
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Hope you like it and find this series of galleries useful!

Marble material created with the help of Chris Hodgson's source file from TLOU2: https://www.artstation.com/artwork/D552me
After creating the shader in a proprietary software, I'm blending the different layered materials using vertex color. It allows me to add cracks, dirt and wetness to the floor.
Height and Albedo breakdown of the marble floor material used in the center of the rotunda - Fully made with Substance 3D Designer
Height and Albedo breakdown of one of the ornate marble trim materials created specifically for this room - This one is mostly used on the walls around the balcony and the massive door frames - Fully made with Substance 3D Designer.
Here is a another video showcasing the shader and blending work done on these walls around the balcony. Each RGB channel of my vertex color allows me to paint the different texture set I created according to the way my shader has been set up.
Height and Albedo breakdown of one of the ornate marble trim materials created specifically for this room - This one is mostly used on the arches and the main ornate trim visible from the ground floor - Fully made with Substance 3D Designer.