Extra stuff
Also, I did a quick cinematic for the portfolio.I edited it in Adobe Premier Pro. I added a few transition effects, put some free rain and piano audio, placed a few frames to different places and adjusted the colour values.
A few days after I decided to experiment with particles and already a long time ago was thinking of creating a rain particle system for my backyard project, however, I already sent my projects I still could enhance it. I easily found some tutorials and turns out it was not as hard to do as I thought. The video explains in 5 minus how to create a basic particle system of rain. After that in my recommendation list, I bumped into another tutorial explaining the fireflies particle process and it was easy as well. My expectations definitely do not match reality.
Presentation
I made some beauty shots with CineCamera. I did not change much in settings, although I tweaked the aperture to 22, focal length, ambient occlusion and shadow settings. In addition, I exported these screenshots to photoshop. I added vignette effect by drawing with black colour on top and turning on multiply mode, adjusted brightness and exposure, added colour lookup.

Decals
First of all, I considered the types of decals I need to produce. I knew that I have several objects that could be damaged somehow, so I decided to make some cracks and other damages. I will be using them for the brick fence and the building. I have noticed that you can easily reduce the sharpness and visibility of straight polygons on your mesh by adding edge damage decals on the 90-degree edges. For all other decals, I did not create any specific planes as they basically have to be just on planes and Unreal places your decals on planes.
Here are the planes that I used for my decals:

Then I exported it to Zbrush and created some imperfections and cracks on edges with a simple Clay and OrbFlatten brush. I baked it in substance and then switched to substance designer. I used substance designer for texture as long as I wanted to create a great variety of roughness and normal map. In addition, to make the arch more compelling I made a graffiti decal. Also, I forgot to mention puddle and wall damage decals that I made already a while ago.
Here are the results in Unreal:

Establishing lighting in the engine is one of the most crucial parts of making your scene looks a thousand times better.I have been watching many tutorials for lighting in Unreal engine and I came up to the realization that you have to combine different types of lighting along with different temperatures (cold and warm colours)for them.
Here you can see my final lighting setup:
Lighting&Composition

I drew circles and squares for rectangular and just basic point lights.
For the BP_sky_sphere I set the sun brightness at 3,7, sun height at -0.9, horizon falloff 4,7. Also, I made cloud opacity at 1.37 and its speed to 4.0. It created a nice night effect and I loved how visible the stars are.

One of the things I learned while setting the lighting, is to set sliders to the maximum to see what it does and then adjust it as you like. It gives you an idea of what those parameters do because sometimes the changes are hardly visible on the screen.
Overall, I like my lighting setup, I wanted to make a cosy night atmosphere and it works out. The warm light from the lantern and the contrast between warm and cold lighting makes an amazing effect.
Here is the lighting only mode on :

This is one of my favourite parts. I separated objects on different texture sheets and already prepared my high poky models. Now I'm ready to go further with textures. First thing first I did textures for all my wood props.
Props Texturing
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Especially for planks, I used a lot of procedural maps with height parameters to make wood material more stand-out and realistic. I used a lot of dirt generators and mask editors along with noise maps. It created a nice illusion of shabby image for objects. That is exactly what I wanted. Also, what I learned was adding completely different colours within noise maps in order to liven up the picture and make it more attractive for the eyes. After all, we do not see objects in only one colour palette. The spectre of colours for a single object could be very huge. That is why you can see on all of my objects a hint of green and yellow colours.
During the process, I've been experimenting with various grunge maps and I found one that creates a nice wood texture if you add height parameter -Grunge Brushed. I find Grunge map 05 and Wood 01 useful as well, however, for this time I didn't use them as in my opinion they add a bit of stylizing effect to the texture.
Another day I decided to deal with my metal objects(barrels, hatch, door, trash bin)



For metal objects, I again wanted to recreate a shabby and used look, therefore I utilized a lot of metal edge wear, mask editors and different grunge maps that look like dirt or rust.
For the hatch, I draw sort of an outline with height, as I wanted to convey the look of a real street hatch.
I pasted by projection feature a basic picture of the hazardous sign to the door as I decided to recreate a transformer house for electricity regulations. I found this sign on the internet, however afterwards I found out that there are actually a bunch of different signs included in started assets of substance painter.
I've seen those doors a lot in my home country and that gave me an inspiration for creating it. I wanted it to look like a broken-down door and just put in my scene by some people who lived here.
For the metal barrels, I used a lot of dirt masks and fill layers with suitable maps. I did research and found a lot of good references for old dirty metal barrels. It showed me that the top of the barrel is mostly has leaked rust. These rings around the barrel may be completely scratched and going to have metal wear.
Also, I had some problems with baking this door handle. The door's handle somehow reflected on the door. Although, it was easy to fix. I split up into parts the door itself and the handle, after that I exported every single object as a separate file to the substance painter and bake it like that. It helped and the door handle did not appear on the door.

Along with that, I made the barrels more rounded and not that chunky. Due to the fact I have very low poly barrels, It was hard to make high poly with rounded shape and smooth all the borders. I redid them and they look a bit better, in my opinion.
Then I remembered that I still have unfinished tv and I decided to finally make a texture for it.
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The next thing I did was tires, the rope, concrete barriers and the lantern. I have already done patterns for tires previously in the high poly model, so it eased the process of texturing it.


The next thing I did was tires, the rope, concrete barriers and the lantern. I have already done patterns for tires previously in the high poly model, so it eased the process of texturing it.
Then I did textures for the sofa:
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Another batch: trashbag and water pipes:

In order to get the right impression of the plastic material, I experimented with metallic and roughness parameters.
Then I published my wood texture into a substance painter as sbar. and enhanced material with some dirt/grunge maps and generators. I also used a position generator, so it's darker in the button. There was a problem applying the wood material for the tree trunk as you could see seams and unwraps wouldn't match together. My solution was to turn on tri-planar mode on every texture layer.

I have made the fence with alpha-blending. I used the normal map to create a black and white mask for opacity. Just place normal texture into photoshop and fill the background and the fence with b&w colours. Then you turn on alpha blending mode and add an opacity channel in the baking panel. After that just simply create a fill layer, turn on the opacity and drag your opacity mask here.

The last props that I've done were these signs. I simply searched for photos of different signs/nameplates and altered them by drawing on top. I used leak brushes, graffiti spray brushes that I downloaded here. I used them a lot as I wanted to have some signs marked with paint spray. Also, I used the simple airbrush and the blur tool when I needed to get the same result.

Foliage&Plants
We have been taught how to make foliage and it inspired me to add some greens into my project. I have been thinking about what kind of plants I can have in the street backyard. It is definitely weeds, grass. I thought I can make dandelion plants, however, due to the lack of time I considered modelling only leaves of that plant without the flower itself. In my opinion, this plant without flower looks more appropriate for my atmosphere, as long as I want to make an abandoned and soulless feeling.

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During my research, I found very good referenced for dandelion plants. I found out that they grow towards the sun. To facilitate the process of picking up the shape I easily exported one of my reference images into 3ds max and drew with the Cut tool on top. After that, I applied a few modifiers, such as Bend, Twist, Shell and TurboSmooth and copied 6 times.


In the process, I came up with different variations of modifiers, however, I reduced the samples number to 4.
Modelled low poly planes for the leaves.
I was willing to create wet and dirt dandelion leaves. For little wrinkles and convexes, I used the height painting option.

Then I switched to the grass. I created simple shapes and baked them in substance painter on a single plane. I was faced with some issues here. The grass was overlapped in some places and looked different from what I expected. What helped me is placing me, high poly models of grass sprouts much closer to the plane and decreased strength in the twist modifier.

Before
When I exported the grass assemble into unreal, I realized that planes are too visible. Along with that, the colour was too bright and the grass was too high overall. Therefore, I came back to Substance painter and adjusted colours. For the height, I basically squeezed it in 3ds max in all axes and added extra filler planes.
/In addition, I want to share with you a very good website with a huge library of props and it could be useful while you looking for references and want to see already created 3d models or materials rather than searching for real objects.
Lastly, I would totally like to create more foliage in future and experiment with planes assembly. I find it very exciting creating nature in 3d environment.

After
Tiling material creation. Substance designer
I also have been tried to create my own trim sheet. It was interesting to do, however, I was repeating each step of the tutorial I've chosen and not much analysing how to use those nodes. I still learn something. After I started trying to adjust this material I started to comprehend what those nodes do. I believe that when you try to alter the material on your own, there is where the learning begins.



I created this plaster material combined with several grunge maps and noises. After that, I pick up the colour with a colour picker from references that I found. I found it much more useful than just creating the whole gradient from scratch. I still had to fix the values and make them as I like. so I did a few variants of the gradient ma as well.
On the right corner, you can see the basic shape that I used for the arch strip.
Mask for heigh blend
Along with that, I found a very exciting timelapse for windows. My initial thought was to just have this window where is 16 window panels, however, I reconsidered my idea and decided to use only 1/4 of the whole UV map for each window I have in the scene. It creates decreases the repetitiveness of your meshes.

I have done muddy dirt material as I wanted to blend it with my cobblestone material on the ground. Although, I did not totally like it because it was a bit too dull and boring. Here is the result.


So I decided to create another dirt material as I found good tutorial series of Adobe substance 3d and I watched them all. It was very useful as you are going through all substance designer features and basics. It helped me to understand the consistent workflow in Substance designer.

Here you can see different details like different shapes and sizes of pebbles and twigs. It is easily done with Shape splatter and shape splatter blend. You can see the connections in this picture:

Also, rather than using a water level node as a base, I used it only for creating dirt on top, so it blends nicely with the whole material.
I also was informed in those series how to make a subgraph and how to use it, so you basically can facilitate the process by adding your already existing node, for example, a shape that you like. In addition, you can set different parameters for the node that you created, you can create your own ones. That is perfect for such a workflow because you don't have to create the same shape again from scratch.


I have learned how to use crop grayscale nodes and it is very useful when you avoid repetitiveness. Firstly you create multiply shapes and then you can crop out the one you want to use it gives you the ability to change other settings like colour/roughness/size for each of the shapes individually.


In these screenshots, you can see the difference between just solid cobblestone material and two different dirt materials blended with it. The Vertex blending mode gives you an opportunity to modify your material add variety. You can use it on top of any existing material, even on small objects, however, it will take you performance, so it is better to use it on huge objects like buildings/ ground/walls etc.
Along with that, I made cobblestone material for the ground. I'm going to blend it with dirt material in Unreal. I firstly created just concrete ground, although I did not like it either because it did not have any complexity and I wanted to create a pretty realistic scene. To do that I decided to go with something more unique and I found a tutorial on exactly what I needed. I like this material more because it contains a lot of details like the dirt material( pebbles, rocks, plants, moss. Speaking of the moss, I did moss by watching another video with explanations. I just simply took the moss creation process from the video and recreated it in my graph, so it appears only in-between cobblestone.

In the beginning, I was just copying the whole workflow from the video, however, it changed when I decided to add the moss shape. I could not comprehend how to adjust my graph and add mode details, therefore I went through all over the graph and tried to understand and name almost every node that was created. I was pretty delighted with the result so I decided to leave it.
Here you can see how I created a shape for the moss. It is just a sphere that transformed into one thin sprout and rotated around its axis. Then placed only in between the cobblestone tile, using the grid mask that I already created previously. I also warped the grid so the foliage does not show up very straight and like in a row.





























