The Last of Us Part I - Museum Inerior 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 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!

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

Here is the final result in the game, once the blending work has been done between the two wooden floor materials created above.

Here is the final result in the game, once the blending work has been done between the two wooden floor materials created above.

Height and Albedo breakdown - Fully made with Substance 3D Designer

Height and Albedo breakdown of one of the wallpaper materials rendered above - Fully made with Substance 3D Designer

Here is the final result in game, once the blending work has been done. Note that the peeling wallpaper stripes have been created by Gabriel Cervantes using Marvelous Designer.

Here is the final result in game, once the blending work has been done. Note that the peeling wallpaper stripes have been created by Gabriel Cervantes using Marvelous Designer.

After creating the shader in a proprietary software, I'm blending the different layered materials using vertex color. It allows me to add mold, stains and wetness to the walls.