The Last of Us Part I - Capitol Nurses Hall 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!

One of the main challenges in this room was to create these intricate marble patterns on the floor.  Just like in the rotunda room, the floor is made out of mesh floaters mapped with different materials and layered on top of each other.

One of the main challenges in this room was to create these intricate marble patterns on the floor. Just like in the rotunda room, the floor is made out of mesh floaters mapped with different materials and layered on top of each other.

In this breakdown, you can see the different materials used to make these floor patterns. The geometry is pretty simple and having mesh floaters gave us the most efficient and flexible option without having to cut through the whole floor mesh.

In this breakdown, you can see the different materials used to make these floor patterns. The geometry is pretty simple and having mesh floaters gave us the most efficient and flexible option without having to cut through the whole floor mesh.

Height and Albedo breakdown of the marble trim material rendered above - Fully made with Substance 3D Designer

Here is a reference board of the Nurses Hall inside the state house that we used as main inspiration and the final result visible in the game on the left. To avoid any stretching, I made sure to have cohesive metrics between meshes and this trim texture.

Here is a reference board of the Nurses Hall inside the state house that we used as main inspiration and the final result visible in the game on the left. To avoid any stretching, I made sure to have cohesive metrics between meshes and this trim texture.

Height and Albedo breakdown of one of the marble material rendered 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 add cracks, moss and wetness to the walls and marble display.

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 this hallway leading to the rotunda. 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.

Additionally, broken tiles were modeled and textured using the same tile material rendered above. They were then placed according to the texture mapped below and scattered here and there to add some depth and details to floors and hallways.

Additionally, broken tiles were modeled and textured using the same tile material rendered above. They were then placed according to the texture mapped below and scattered here and there to add some depth and details to floors and hallways.