Moroccan Courtyard Breakdowns

Here are some breakdowns from my environment piece. All the Assets I made were modelled in blender using a mid poly workflow. I Used 2k textures with 1024 texel density for everything in the scene. Most textures were created in Substance Designer and then had a polish pass in Substance Painter. Destruction was tackled by using a set of reusable caps, small debris variations and a couple unique assets, these could then be kitbashed together to fit into other assets or create a larger pile of debris with barely any visable repitition. It took a while to make these but i think it paid of as it became quite efficient as a was doing my destruction pass.
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Character Reference figure made by Character Artist Sebastian Brymell.
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https://www.artstation.com/sebastian_brymell
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I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.

Wall Modules made from trims and tilables.

Wall Modules made from trims and tilables.

Floor modules and basin stone tiles.

Floor modules and basin stone tiles.

Roof Modules.

Roof Modules.

Window module breakdown.

Window module breakdown.

Arch Module Breakdown.

Arch Module Breakdown.

GIF of modular buildup process. Broken up with dirt and chipped wood decals.

GIF of modular buildup process. Broken up with dirt and chipped wood decals.

2x2 Tiling texture - Vertex paint - Mesh Decals.

2x2 Tiling texture - Vertex paint - Mesh Decals.

Wood Trim sheet and gradient texture created in Substance Designer then sent to Substance Painter for fast editing.

Wood Trim sheet and gradient texture created in Substance Designer then sent to Substance Painter for fast editing.

Stone trim sheet & tilable texture for arches. Created in Substance Designer then Sent to Substance Painter for fast editing.

Stone trim sheet & tilable texture for arches. Created in Substance Designer then Sent to Substance Painter for fast editing.

Tile Textures Made in Substance Designer.

Tile Textures Made in Substance Designer.

Destruction Kit with a modular approach. Use of end caps help kitbash new assets easily for variation.

Destruction Kit with a modular approach. Use of end caps help kitbash new assets easily for variation.

Debris pile assembled from parts of Destruction kit.

Debris pile assembled from parts of Destruction kit.

Balcony asset destruction.

Balcony asset destruction.

Some props I made for the scene. Mid poly weighted normal workflow with 2k baked textures. Other Assets taken from Fab and Megascans.

Some props I made for the scene. Mid poly weighted normal workflow with 2k baked textures. Other Assets taken from Fab and Megascans.

Blockout.

Blockout.

Texture pass 1 + Water Shader.

Texture pass 1 + Water Shader.

Texture pass 2 + Destruction pass + Lighting pass.

Texture pass 2 + Destruction pass + Lighting pass.