The Last of Us Part I - Capitol Interior Materials - by Jonathan BENAINOUS

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!

In this breakdown, you can see the way I created these coffered ceiling instances. The bottom part of the texture is a tillable trim mapped on the edge of the square mesh while the center part is mapped in the middle. Light fixtures are 1:1 baked assets.

In this breakdown, you can see the way I created these coffered ceiling instances. The bottom part of the texture is a tillable trim mapped on the edge of the square mesh while the center part is mapped in the middle. Light fixtures are 1:1 baked assets.

Height and albedo breakdown of the coffered ceiling material showcased above - Fully made with Substance 3D Designer.
Note that all the ornaments used in this materials are coming from the height library I created procedurally on the project.

Material breakdown of the carpet material showcased above - Fully made with Substance 3D Designer.

After creating the shader in a proprietary software, I'm blending the different layered materials using vertex color. It allows me to fade the edges of my carpet and add stains, gravels, wetness, etc...

Note that all the patches of carpets with riddles I've added here and there have a morph target. The vertex position is stored in the rgba channel and allows the vertices to squatch when a player or an npc walk on it.

Note that all the patches of carpets with riddles I've added here and there have a morph target. The vertex position is stored in the rgba channel and allows the vertices to squatch when a player or an npc walk on it.

Here is an another material breakdown of the carpet material created for the reading room inside the capitol building - Fully made with Substance 3D Designer.

Using some of the shapes from my height library I created these ornate paintings in Substance 3D Designer. I simplified some of my elements with a quantize and used these grayscale values to make paintings with some brush strokes effect and distortion.

Using some of the shapes from my height library I created these ornate paintings in Substance 3D Designer. I simplified some of my elements with a quantize and used these grayscale values to make paintings with some brush strokes effect and distortion.

Here is a reference board of the reading room inside the Massachusetts state house that we used as main inspiration and the final result visible in the game on the left.

Here is a reference board of the reading room inside the Massachusetts state house that we used as main inspiration and the final result visible in the game on the left.

Height and albedo breakdown of the ornate ceiling material showcased above - Fully made with Substance 3D Designer.

Here is the final result in game, once the lighting pass has been done.

Here is the final result in game, once the lighting pass has been done.

Here is a another video showcasing the shader and blending work done on these painted walls of the reading room. 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.