Bloodborne

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Matt Cook

3D Artist

Introduction

Hey Everyone, My name is Matt Cook, I’m an Environment Artist from Australia. Currently, I am working in Canada at Respawn.

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Inspiration/Goal

The inspiration for this scene came from playing Bloodborne, my first Soulsborne game. I was horrendous at it and died thousands of times over the course of weeks.
But I eventually got the hang of it, and it became one of my favorite games. I started thinking about what it’d be like trying to bring it up to today’s standards. So I decided to give it a go.

Reference

After finding the sewer concept. I mostly just ran around the sewers in Central Yharnam taking screenshots and sending them to myself.
I also like to look at other artists’ take on a subject, which is where the Demon’s Souls remake and Ivanna Liittschwagers work came in handy. The SoulsBorne work BluePoint and Ivanna have done was really inspiring, and a great quality bar.

01A_Reference

Blockout

The first thing I do when I’m getting ready to block a scene out is to study the reference or concept, and highlight the different modular pieces I need to make.
This way I can block out my modules, (making sure I’m modeling to the grid), layout the scene, and iterate to get the scale to “feel right”.

02A_Module-breakdown
02B_Blockout

Modeling

Once I’ve finished my Blockout I’ll start modeling my final modules. Since the scene is mostly made up of brick walls, I modeled all the architectural pieces, divided the mesh to paint my vertex colours, then placed bricks over the top to give it additional depth. (side note, I have back faces on my modules to avoid any lighting bleeding).

03A_Geo-example-no-wireframe
03B_Geo-example-wireframe

UVS

I like to have a UV set for my texel density, and a second UV set for any 0-1 textures.
This way I can assign Map0 to my tileable textures, and Map1 to my 0-1 textures.
The texel density across the scene is 1024 per meter.


Shaders/Materials

I mostly use tileable textures, and utilize vertex colours, grunge maps, blend masks and slope functions for blending.

Any assets that I want to have a sculpted feel, I would sculpt it, bake a normal map, ambient occlusion map, and curvature map, then blend them into the textures in the shader. To speed up the process and keep everything consistent, I like to have a master material instance and have it be the parent to any other material instance of that material. For example, I have the stone column material as the master instance for the stone trim, now whenever I update any parameter, it will update across all the assets made of stone.

04A_MasterInstance
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04B_MasterInstance

Stone asset example

I used a mix of mask blending and slope-based blending.

05C_Stone-Asset-Final
06A_Brick-Master-Shader-scaled
06B_Brick-Material-Instance

Brick wall example

I used a mix of vertex colour blending and slope-based blending.

06A_Brick-Master-Shader-scaled
06B_Brick-Material-Instance
06C_Brick-wall-example

Decals


Decals are a small thing that go a long way with environmental storytelling. All my decal textures were sourced from Textures.com


(With)

07A_Decals_With

(Without)

07B_Decals_Without

Lighting

Since it was my first time using Unreal 5, I wanted to experiment with Lumen and keep everything realtime. I feel the result is pretty good, especially since no baking is required.
I was mainly trying to make it feel creepy like if you were playing the game you would hesitate to walk through the map.
I wanted the atmosphere to feel cold, and have bright hot spots, which I pushed in the lamps and the.
The setup itself is really simple, I have a skylight, directional light, spotlights coming out of the lamps, a point light to make the fire feel like it’s affecting the environment better, and a spotlight pointed at the arch to make it pop a bit.

08A_Lighting

Outro

Thank you for reading, I hope this was helpful and gave you some ideas. If there’s any info that wasn’t clear or you have a question about something I didn’t cover, don’t hesitate to message me on ArtStation!