The Last of Us Part I - Museum Exterior 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 Museum Exterior, 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!

Height and Albedo breakdown of the roller shutter material rendered above - Fully made with Substance 3D Designer.

Here is the final result in the game, once the lighting pass has been done. Glad to see this material being re-used quite a lot across the game!

Here is the final result in the game, once the lighting pass has been done. Glad to see this material being re-used quite a lot across the game!

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

Here is a video showcasing the rebar generator I created on the project. The graph comes with quite a lot of exposed parameters and allows you to procedurally create different types of decals as well as tillable textures.

Here are more examples of tillable textures procedurally generated.

Here are more examples of tillable textures procedurally generated.

And some decals, both created with the same generator.

And some decals, both created with the same generator.

Stone and wood damage decal materials

Stone and wood damage decal materials

Height and Albedo breakdown of the wood decal material rendered above - Fully made with Substance 3D Designer.

Texture set breakdown and overview of the Substance graph.

Texture set breakdown and overview of the Substance graph.