This project has been in the works for several months. I wanted to continue to beef up my environment art skills, focus on scene composition and environmental storytelling, and I knew that I wanted the environment to be a little bit spooky and eerie. Eventually I came onto the idea of an isolated bus stop at night, and the story bloomed out from there: the idea of a detective who was ambushed during an investigation. I found a real-world intersection to base the scene composition off of, and got to work.
Throughout the process, I really found myself having fun with it! It's been a very rewarding journey, and I've definitely learned much about ways to fill out a scene to make it feel alive. In the past, I struggled with trying to do too much, to cram so much detail in that the scene ended up noisy and hard to follow. During this process, I was more aware of how the eye would be drawn through the scene, and I think that this consciousness led to a more effectively constructed environment in the end.
Asset, terrain, and architectural modeling/texturing was done by me, with modeling in Maya/Fusion 360 and texturing done using Substance Painter and Designer. Background vehicle models and textures were done by the very talented Daniel Zhabotinsky. Vegetation and decals were placed in Unreal 5 using Quixel and Fab assets.
All similarities to real people and events are completely coincidental.
A look through the stages of work within Unreal, from base mesh import and texturing to decals and lighting, and then finally post-processing and fog.