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Derelict Foyer

He came back, after all these years. The struggling artist who was forbidden to be what he wanted. When he became old enough, he returned to murder his family and memorialize them as his finest creation yet.

This derelict foyer was inspired by a multitude of horror games such as Dead by Daylight, The Evil Within 2 and Resident Evil. It was built with modularity in mind. The moulding, planks, crown moulding, stair balusters, etc were all built with modularity in mind with pieces such as a long-straight, short-straight and corenr pieces measured perfectly to fit the room. When it started, I knew the staircase would be the focal point of the scene with its sweeping rotating step and ornate balusters and balustrade.

The walls were made in Blender, imported into Zbrush to be damaged and re-topologized back in Blender using shrinkwrapping. They were then imported into Substance to be baked and textured with final texturing being done in UE4 with custom-made decals that I made. The custom-made decals include some dirt, chip damage, crack damage. There was also custom-made decals for wallpaper to make it look like it is bulging. Some of it is decals while some is mesh.

Wallpaper texture was downloaded on Substance Source but heavily modified.
Book meshes and black dirt decal downloaded from Megascans.

Make sure to check out the Sketchfab uploads of some of the models on my "3D Game Models" page.
If you wish to use any of these images for your project/video, please message me first. Thank you!

Special thanks to:
Gabriel and Murilo vaz Nogueira, Joel Hudson, Alexandre Hubert, Bruno Parillo.

Final screenshot, angle 1. Some of the peeling and bulging wallpaper is actual mesh while others are custom-made decals.

Final screenshot, angle 1. Some of the peeling and bulging wallpaper is actual mesh while others are custom-made decals.

Final screenshot, angle 2.

Final screenshot, angle 2.

First initial blockout of the foyer. I knew I wanted to focus purely on a staircase and having it winding up to frame the camera.

First initial blockout of the foyer. I knew I wanted to focus purely on a staircase and having it winding up to frame the camera.

More blocking out of the stairs and doors was performed with the stairs having completed the modeling phase.

More blocking out of the stairs and doors was performed with the stairs having completed the modeling phase.

Started to tweak the lighting, going from a "homier" lighter phase to a darker more sinister lighting.

Started to tweak the lighting, going from a "homier" lighter phase to a darker more sinister lighting.

More progress was made but scene was still too dark and wallpaper was not final. This was the stage before the peeling wallpaper and damaged walls were added.

More progress was made but scene was still too dark and wallpaper was not final. This was the stage before the peeling wallpaper and damaged walls were added.

New wallpaper was added and proved favorable. The damaged walls and peeling wallpaper were added. Next step was to add the furnishing.

New wallpaper was added and proved favorable. The damaged walls and peeling wallpaper were added. Next step was to add the furnishing.

An old grandfather clock.

An old grandfather clock.

An ornate chair made with wood and fabric.

An ornate chair made with wood and fabric.

A body bag.

A body bag.

A wall lamp.

A wall lamp.

Piece of crown moulding.

Piece of crown moulding.

Sculpted in Zbrush, these individual planks were modularly added and placed around the scene along with lesser detailed and grouped together planks to save on performance but to also showcase damage in selected areas.

Sculpted in Zbrush, these individual planks were modularly added and placed around the scene along with lesser detailed and grouped together planks to save on performance but to also showcase damage in selected areas.

A damaged wall sculpted in Zbrush. This shot is after the retopology and texturing in Substance. Once that was done, the the mesh was separated to create more peeling wallpaper. Custom-made decals were applied in-engine to enhance damaged effect. C

A damaged wall sculpted in Zbrush. This shot is after the retopology and texturing in Substance. Once that was done, the the mesh was separated to create more peeling wallpaper. Custom-made decals were applied in-engine to enhance damaged effect. C

An example of a wall with peeling wallpaper. The wall was split up into different sections, and cloth physics was applied to it. Some vertices were ignored, this proved very effective to get the right effect.

An example of a wall with peeling wallpaper. The wall was split up into different sections, and cloth physics was applied to it. Some vertices were ignored, this proved very effective to get the right effect.

Mesh of the stairs before a third floor was added. The two versions of the balusters are modular.

Mesh of the stairs before a third floor was added. The two versions of the balusters are modular.

A wooden floor authored in Substance Designer. Vertex painting of a custom made dirt texture was added to help make the place look dirtier.

A wooden floor authored in Substance Designer. Vertex painting of a custom made dirt texture was added to help make the place look dirtier.

Reference collage, mostly screenshots from The Evil Within II, the main inspiration for this scene.

Reference collage, mostly screenshots from The Evil Within II, the main inspiration for this scene.