The Last of Us Part I - Capitol Building Materials [PartI] - 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 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!

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, leaks and wetness to my arches.

Here is a reference board of the Massachusetts state house and the final building in the game on the left.

Here is a reference board of the Massachusetts state house and the final building in the game on the left.

For these Corinthian columns, I textured the base using the trim created above - the center part use a non square 2/4 texture with a tillable center section to change the height - Finally the top part has been sculpted in Zbrush and baked as a 1/1 asset.

For these Corinthian columns, I textured the base using the trim created above - the center part use a non square 2/4 texture with a tillable center section to change the height - Finally the top part has been sculpted in Zbrush and baked as a 1/1 asset.

Here is another video showcasing the shader and blending work done on these walls outside of the Capitol Building.
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.

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

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

Here I used an opacity mask and a height map combined with some parallax occlusion mapping in the shader, to fake the thickness of the ornate details. The only geometry here is the frame of the gate.

Here I used an opacity mask and a height map combined with some parallax occlusion mapping in the shader, to fake the thickness of the ornate details. The only geometry here is the frame of the gate.

Material and asset breakdown of the gate and railings. Modeled in Maya and textured with Substance 3D Designer. The only geometry here is the frame of the door and the handrail. The rest is a texture made with Designer.

Material and asset breakdown of the gate and railings. Modeled in Maya and textured with Substance 3D Designer. The only geometry here is the frame of the door and the handrail. The rest is a texture made with Designer.

Height and Albedo breakdown of the Gate material - Fully made with Substance 3D Designer

Texture set breakdown and overview of the Substance graph.

Texture set breakdown and overview of the Substance graph.

Close up of the railings created for the gazebo using the same method showcased above.

Close up of the railings created for the gazebo using the same method showcased above.