Rundown Laundromat (Day + Night)

A Lumen-driven lighting and lookdev study built around believability and mood. The goal was a grounded, lived-in laundromat—dusty daylight diffusion, warm fluorescents, and composition that reads like a place that’s been running 24/7 for years.
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Technical Specifications

-Engine Version: Unreal Engine 5.7.1
-Rendering: Lumen Global Illumination & Reflections
-Hardware: Run on NVIDIA GeForce RTX 3080
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Inspiration / Reference

My starting point was a mood chain:

ArtStation inspiration:
https://www.artstation.com/artwork/3E3R9D

Behance mood source:
https://www.behance.net/gallery/215948661/Silence-speak
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From there, I used Pinterest to build a focused reference board for:

• Laundromat layout + prop density
• Material breakup (paint, grime, metal wear, plastic aging)
• Lighting mood (day diffusion vs. night practical pools)
• Composition and camera framing
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Blockout / Layout Lock

• Whiteboxed the entire space with composition in mind first (camera locked early).
• Duplicated ProcGrid from Engine Content to validate scale, spacing, and sightlines.
• Once the layout read well, I deleted all default lighting to rebuild from a clean PBR baseline.
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Exposure Calibration (Before Light Actor Integration)

To keep lighting grounded, I focused heavily on exposure using Physically Based Lighting principles:

• Built a skysphere using the Chaos Skies pack (FAB)
• Calibrated luminance from the sky bitmap → camera → post process
• Tuned eye adaptation to hit stable, believable EV / lux behavior before placing any hero lights
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Lighting Breakdown (Day)

• Established the mood with a single Directional Light (hero read + motivation)
• Used handmade Lumen cards for controlled bounce and lift (avoiding unnecessary light actors)
• Added a small number of spotlights to support the overhead practicals and shape the interior read
• Layered subtle “cinematic cheats”:
• Gobo light functions to fake tree-branch breakup and window-blind shadowing
• Atmospheric shaping for depth without killing contrast (haze that reads, not fog that washes)
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Assets/Credits

Once the lighting held up, the scene shifted into believability and composition polish:

Materials & Decals:
• Quixel Megascans (materials + decals)
• Substance Source decals (aging, grime, signage, breakup)
• Rain material created by Will Arroyave https://www.artstation.com/willphase1
• Velarion - Matte Painting Skybox Pack: Chaotic Skies https://www.artstation.com/art_of_kemal

Environment / Prop Packs:

• Dekogon Studios — Laundromat Pack Vol. 1 & 2
• BigMediumSmall — Tokyo Back Alleys (exterior/background context)
• ScansMatter — Server Room (select dressing support)

Tools/Plugins:

• EasyToolbag
• EasyMapper (vertex painting aging pass—especially the back wall)
• EasyAtmos (final atmosphere shaping)
**Courtesy of William Faucher**
https://www.artstation.com/will_faucher

I spent a solid pass adding/removing assets to finalize composition and used decals strategically to push story: wear where it’s touched, grime where it collects, and clarity where the camera needs to read the space.
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Night Variant

The night scene reuses the same foundation but shifts the logic to:

• Emphasize practicals + signage glow
• Rebalance contrast to keep readable pools of light
• Preserve realism while letting the mood lean more cinematic
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Final Color / Presentation

• Color correction + compositing in DaVinci Resolve
• Final touch-up/polish in Photoshop

Daytime Scene

Daytime Scene

Nighttime Scene

Nighttime Scene

Reference Collage

Reference Collage

Progress Stills

Progress Stills

UE Editor View (Vertex Painting Mode)

UE Editor View (Vertex Painting Mode)

Vertex Painting Test (EasyMapper)

Emissive Card (Material Editor)

Emissive Card (Material Editor)

Lumen Card Emissive Test

UE Editor View

UE Editor View

Unreal Engine Raw Render (Day)

Unreal Engine Raw Render (Day)

UE Editor View

UE Editor View

Unreal Engine Raw Render (Night)

Unreal Engine Raw Render (Night)

DaVinci Resolve Editor View (Day)

DaVinci Resolve Editor View (Day)

Color Correction Comp (DaVinci Resolve)

Color Correction Comp (DaVinci Resolve)

DaVinci Resolve Editor View (Night)

DaVinci Resolve Editor View (Night)

Color Correction Comp (DaVinci Resolve)

Color Correction Comp (DaVinci Resolve)

Unreal Editor View Modes

Unreal Editor View Modes

LIT (ViewMode)

LIT (ViewMode)

LIT Wireframe (ViewMode)

LIT Wireframe (ViewMode)

Detailed LIT (ViewMode)

Detailed LIT (ViewMode)

Base Color (ViewMode)

Base Color (ViewMode)

Scene Depth (ViewMode)

Scene Depth (ViewMode)

Ambient Occlusion (ViewMode)

Ambient Occlusion (ViewMode)

Nanite (ViewMode)

Nanite (ViewMode)

Footprint Decal (Substance)

Footprint Decal (Substance)

Dry Puddle Decal (Substance)

Dry Puddle Decal (Substance)

Grunge Decal (Substance)

Grunge Decal (Substance)