I had a rough idea surrounding what kind of environment I wanted to create, so I already knew what reference I was looking for. Gathering my reference and doing some light research helped me understand the aging I would be applying to the environment.
I started by building some basic environment assets relevant to the idea that I had. Once my meshes were built and unwrapped, I took them into Unreal.
Demonstration of the process to build the environment. I played around with materials and decals until I got what I was looking for, then I added the rubble meshes to fill out the scene. I then added objects that would ground the environment in reality.
I took my flag mesh into Substance Painter to give it a material to fit its purpose. I then applied dirt and aging to the flag using smart masks and manual painting methods.
I took the asset base colour into Photoshop and applied a levels to give me a silhouette. I added aging to the silhouette using a non-destructive workflow, and exported it as the opacity map. I repeated this and the previous process for my poster asset.
I built this environment to test whether or not I could successfully integrate my own assets into an environment containing Quixel's photogrammetry assets. I did this in order to test and improve my skills in creating PBR game ready assets, as well as my skills in world building, and story telling.
Rubble, plants, military boxes/crates, chairs, lockers, table, jerrycan, barrel, books, and tins all from Quixel Bridge.
Old brick, Concrete floor, and ceiling materials are from Substance Source.