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Mumbai Chawl : The Forgotten Courtyard

Mumbai Chawl: The Forgotten Courtyard is my Master’s final environment art project, created at the University of Staffordshire over a 12-week production period. The scene is inspired by traditional Mumbai chawl architecture and the Mumbai map from the Hitman game.

This project was a major technical and artistic learning experience for me. My main focus was on building a modular environment pipeline, optimizing assets for real-time performance, and creating strong visual storytelling through lighting and composition.

I used a layered material system in Unreal Engine 5, combining tiling textures, vertex painting, and RGB masking to achieve efficient material blending and visual variation across the scene. The entire environment was built using a fully modular workflow, allowing for fast iteration and flexibility during production.

The goal of this project was to sharpen my environment art, sculpting, and texturing skills, while also developing a stronger understanding of professional real-time workflows and optimization. Great care was taken to capture a sense of cultural authenticity, atmosphere, and lived-in detail.

A huge thank you to my mentor, @Human Esmaeili, for his constant guidance, support, and feedback throughout the project. The daily reporting workflow helped me stay consistent, accountable, and gave me a real sense of working in a professional game art pipeline.
Special thanks as well to @Daniel Cormino for the detailed layered material setup walkthrough, which was incredibly helpful during production.

All assets in this scene were created by me, with the exception of:

The foliage atlas, sourced from Megascans

A few image-based decals, sourced from online resources

Rendered in Unreal Engine 5.

Shot 01

Shot 01

Cinematic Video

Shot 02

Shot 02

Shot 03

Shot 03

Shot 04

Shot 04

Shot 05

Shot 05

Shot 07

Shot 07

Shot 06

Shot 06

Shot 08

Shot 08

Modular Pieces (The modular assets use tiling textures with vertex blending and RGB masks through a layered material.)

Modular Pieces (The modular assets use tiling textures with vertex blending and RGB masks through a layered material.)

Assets 01 (Prop set shown in a free layout, so relative scale may vary. Some assets share a unified texture set for efficiency. Color variation on select props is driven by a position-based hue offset.)

Assets 01 (Prop set shown in a free layout, so relative scale may vary. Some assets share a unified texture set for efficiency. Color variation on select props is driven by a position-based hue offset.)

Assets 02

Assets 02

Substance Designer Materials

Substance Painter Materials

Substance Painter Materials

Material Setup Graphs

Layered Material Demo

Vertex Painting With POM Demo

World Position–Driven Hue Shift

Bunting Banners Simulation

Foliage (From Megascan And Online Resources)

Foliage (From Megascan And Online Resources)

Decals (Images From Online Resources)

Decals (Images From Online Resources)

Progress Shots

Walkthrough Video

References

References