Website powered by

Abandoned Diner in Zombie Apocolypse Scene

This abandoned diner was part of my final project in my undergraduate course. The basis of my project was to create a 3d environment scene which showcases how various environmental art/storytelling elements can convey the narrative and previous events to the player. The narrative I was going for was that of a zombie-like apocalypse.

I knew the location would be that of a roadside diner type and did some research to put together the viusal I was looking for.

To create this scene, I used the high to low poly baking workflow utilising the software; 3DSMax, ZBrush and Substance Painter. I created the scene in 3DSMax before exporting to the Unreal Engine and applying textures.
I also used Substance Designer to create tileable materials for the walls and floor. To ensure the repeating materials were less noticable I used decals to break up large areas. These were in the form of scratches, stains and cracks.
For the decals I used Photoshop and then created the corresponding decal material within the engine. This was also the case for the posters that can be seen around the scene. The posters were another way to convey the situation and current state of the world to the player without directly saying it and breaking immersion.

To highlight the passage of time I used texture variations on props and objects utilising mold, dirt and dust. I also created dust particles to float in the light rays; this was inspired by the likes of The Last of Us where spores can be seen. To create said dust particles I used the Niagra system within the Unreal Engine. I then tweaked the directional light and fog settings to get the light rays piercing through any holes within the window areas.

I enjoyed creating this piece and learnt alot in the process and increasing my confidence and skills not only with various software but also systems within said software.

Props and Object used within the scene. Variations of similar objects was created through materials opposed to geometry.

Props and Object used within the scene. Variations of similar objects was created through materials opposed to geometry.

I created dust particles floating in the light rays to further emphasise the passage of time.
To create the dust particles within the light rays, I used the Niagra particle system in Unreal Engine.

I created dust particles floating in the light rays to further emphasise the passage of time.
To create the dust particles within the light rays, I used the Niagra particle system in Unreal Engine.

Using the high to low baking workflow, I was able to add details such as the ribbed edges and slight inset top on the table top without the cost of more polys.

Using the high to low baking workflow, I was able to add details such as the ribbed edges and slight inset top on the table top without the cost of more polys.

I used Substance designer to create a tilable material used for the flooring. I broke up repitition wiht the use of decals in the form of cracks and scratches.

I used Substance designer to create a tilable material used for the flooring. I broke up repitition wiht the use of decals in the form of cracks and scratches.

Similarly to the flooring, I created a tilable material for the walls. I wanted a plain painted effect that I also broke up with decals.

Similarly to the flooring, I created a tilable material for the walls. I wanted a plain painted effect that I also broke up with decals.