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The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri (5. sayfa)
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Troy Slough - Head of Player Animation
The Last Of Us Part II: Reloads
For The Last Of Us Part II, I had the honor of being Head Of Player Animation. It was a tall order, that was only successful with the help of a superstar player team that primarily included Maksym Zhuravlov and Ari Flesch, but also many others that helped us succeed and took on many aspects of player animation. In this game, I was responsible for animation on move sets like wading, sprinting, crouching, prone, uneasy, aiming, all the holstering, setting up initial passes on systems like hit reactions and clambering and improving our weapon handling system that i helped design for #Uncharted4. But my favorite part of the project was doing many of the reloads that were seen in the game. Working for days with seasoned stunt women and men to capture data at the mocap stage and then making it work in game with the correct timing and style, was so much fun it should be illegal. Here's a few of them that i'd like to share.
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Ali Ghadimi - Environment Artist
The Last of Us: Part 2 - Santa Barbara Train Station
I was responsible for texturing and some minor modeling and layout for the Santa Barbara train station area. My modeler was the awesome Takehiro Hattori.
The beta pass of this level was done by the talented Chris Hodgson and Topher Sassman before we took it over. Additional texture work by Max Golosiy.
Special thanks to everyone else on the team that I couldn't mention within the character limit, both for shared assets and materials, and invaluable wisdom on this project!
Texture Artist: Ali Ghadimi
Modeler: Takehiro Hattori
Lighting: Boon Cotter
Graphics: Hailey Del Rio
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Ali Ghadimi - Environment Artist
The Last of Us: Part 2 - Sniper Street
I came in on this level for final polish when it was pretty far along. In addition to creating new materials, I made sure everything was unitized, had proper wetness, and was optimized for performance. My modeler was the awesome Takehiro Hattori.
Awesome texture artists that worked on it before me: Richard Piper, Michelangelo Cellini.
Most of the modeling was done by Sharon Bednarek
Texture Artist: Ali Ghadimi
Modeler: Takehiro Hattori
Lighting: Val Sinlao
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Ali Ghadimi - Environment Artist
The Last of Us: Part 2 - Cruise Terminal
I came in on this level for final polish when it was pretty far along. In addition to creating new materials, I made sure everything was unitized, had proper wetness, and was optimized for performance. My modeler was the awesome Takehiro Hattori.
Texture artists that worked on it before me: Richard Piper, Michelangelo Cellini and Charlie Foreman.
Most of the modeling was done by Sharon Bednarek
Lighting: Val Sinlao
Graphics: Hailey Del Rio
Special thanks to everyone else on the team that I couldn't mention within the character limit, both for shared assets and materials, and invaluable wisdom on this project!
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Ali Ghadimi - Environment Artist
The Last of Us: Part 2 - Outpost Interiors
These are a few interiors I worked on for the Santa Barbara outpost area. The firefly house was one of my favorite spots to work on because I had a little extra time to develop the story and look of it. I was responsible for texturing and some set dressing. Modeling by Takehiro Hattori.
The beta pass of these homes were done by the talented Chris Hodgson and Topher Sassman before we took it over.
Special thanks to everyone else on the team that couldn't be mentioned, none of it would be possible without the insane talent, passion and support of the team.
Texture Artist: Ali Ghadimi
Modeler: Takehiro Hattori
Lighting: Boon Cotter
Graphics: Hailey Del Rio
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Ali Ghadimi - Environment Artist
The Last of Us: Part 2 - Outpost Basement
Basement of the firefly house. The materials were pretty well established in here when I took it over from Chris Hodgson, so I spent more time set dressing and modeling. Additional layout/dressing was done by Takehiro Hattori and Robert Giampa.
The beta pass of these homes were done by the talented Chris Hodgson and Topher Sassman before we took it over.
Special thanks to everyone else on the team that couldn't be mentioned, none of it would be possible without the insane talent, passion and support of the team.
Texture Artist: Ali Ghadimi
Modeler: Takehiro Hattori
Additional Modeling/texturing: Robert Giampa
Lighting: Boon Cotter
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Ali Ghadimi - Environment Artist
The Last of Us: Part 2 - Santa Barbara
Couple of interiors from the Santa Barbara Train Station area.
Responsible for texturing and helped with set dressing for the train station and fish market interiors.
The beta pass of this level was done by the talented Chris Hodgson and Topher Sassman before they handed it over to us.
Texture Artist: Ali Ghadimi
Modeler: Takehiro Hattori
Lighting: Boon Cotter
Graphics: Hailey Del Rio
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Willow Paquette - Environment Artist
The Last of Us Part II - Santa Barbara Downhill
I was responsible for the look of the textures for this section. My modeler for this section was Adrian Campos. I contributed with modeling support and set dressing. Special thanks to Josh Corbin for modeling support, lighting by Boon Cotter, VFX by Quinn Kazamaki, and design by Emelia Schatz.
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Willow Paquette - Environment Artist
The Last of Us Part II - Scar Forest and Hospital Approach
Seattle Day 2; I was responsible for the look of the textures for this section. My modeler for this section was Adrian Campos. I contributed with modeling support and set dressing of many of the interiors. Special thanks to David Budlong and Brent Griffith for modeling support, lighting by Scott Greenway, VFX by MJ Whitting, and design by Pete Ellis and Alex Stewart.
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Willow Paquette - Environment Artist
The Last of Us II - Scar Intro (Seraphites)
Seattle Day 2; I was responsible for the look of the textures for this section. My modeler for this section was Adrian Campos. I contributed with modeling support and set dressing of many of the interiors. Special thanks to David Budlong and Brent Griffith for modeling support, lighting by Scott Greenway, VFX by MJ Whitting, and design by Pete Ellis and Alex Stewart.
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Willow Paquette - Environment Artist
The Last of Us Part II - Traps Street
Before the TV Station; I was responsible for the look of the textures for this section. My modeler for this section was Adrian Campos. I contributed with modeling support and set dressing of many of the interiors. Special thanks to Mark Sheppard, Sharron Bednarek for modeling support, lighting by Antoine Deschamps, VFX by Miles Maxwell, and design by Emelia Schatz and Grant Hoechst.
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Willow Paquette - Environment Artist
The Last of Us Part II - Freeway Crossing
After exiting Capitol Hill; I was responsible for the look of the textures for this section. My modeler for this section was Adrian Campos. I contributed with modeling support and set dressing of many of the interiors. Special thanks to Mark Sheppard, Sharron Bednarek for modeling support, lighting by Antoine Deschamps, VFX by Miles Maxwell, and design by Emelia Schatz and Grant Hoechst.
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Julian Elwood - Naughty Dog - Environment Artist
The Last Of Us Part II Forward Operating Base
I assisted with environment modeling, set dressing in FOB railway level, foliage placement, and set dressing parts of the interior of the gas station.
Modeler:
Zak Oliver
Texture:
Max Golosiy
Lighter:
Steve Cummings
Naughty Dog production is a team effort and all environments share assets from multiple artists.
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Julian Elwood - Naughty Dog - Environment Artist
The Last Of Us Part II Hospital
Responsible for Environment Modeling from block mesh for the dilapidated apartment building and set dressing several mid-grounds.
Assisted Edgar Martinez and Matthew Johns with later portions of Hospital level.
Additional Modeler:
Edgar Martinez
Texture:
Matthew Johns
Katherine Mcginley
Lighter:
Bethany Lo
Special Thanks to Tech Artists: Steven Tang & Kaleb Goulding
Naughty Dog production is a team effort and all environments share assets from multiple artists.
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Julian Elwood - Naughty Dog - Environment Artist
The Last Of Us Part II Tracking
Responsible for environment modelling, shader work from blockmesh to final throughout Abby's solo tutorial level, combat tutorials and cabins.
Most textures created by Jeremy Huxley
Additional Modeling:
Andres Rodriguez
Adrian Castro
Textures:
Jeremy Huxley
Lighter:
Joey Lenz
VFX:
Kristal Nembhard
Special Thanks to Tech Artists: Steven Tang, Kaleb Goulding, Wataru Ikeda
Naughty Dog production is a team effort and all environments share assets from multiple artists.
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Philip Weisfeld - Environment Artist
The Last Of Us Part II - Forward Base
I had the opportunity to work as a Texture Artist on The Last Of Us Part II. It was a fantastic experience with some of the world's top talent. The whole project is a massive group effort from multiple talented departments.
Santiago Gutierrez And I worked closely to create multiple environments for the game. He is a great guy and made my life super easy throughout all kinds of challenges in this production. I really can't say enough great things about him!
Forward Base is an environment that passed between multiple teams throughout production. It began with Santi + Richard Piper, was taken over by Santi + myself, and at the end of production was completed by another team. These images showcase work that was largely unchanged after Santi + myself moved off of the level. Big thanks for everyone's hand in this area for setting a solid foundation and for finishing it off! Lighting was done by Steve Cummings.
Special thanks to Rogelio Olguin for his work setting up some of the kits!
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Philip Weisfeld - Environment Artist
The Last Of Us Part II - Find Nora
I had the opportunity to work as a Texture Artist on The Last Of Us Part II. It was a fantastic experience with some of the world's top talent. The whole project is a massive group effort from multiple talented departments.
Santiago Gutierrez And I worked closely to create multiple environments for the game. He is a great guy and made my life super easy throughout all kinds of challenges in this production. I really can't say enough great things about him!
Find Nora is an environment that Santi + myself took from block mesh to final, our lighting was done by Scott Greenway.
Special shoutout to Ben Springer and everyone else involved in creating our fungus kit!
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Philip Weisfeld - Environment Artist
The Last Of Us Part II - Rescue Jesse Interiors
I had the opportunity to work as a Texture Artist on The Last Of Us Part II. It was a fantastic experience with some of the world's top talent. The whole project is a massive group effort from multiple talented departments.
In this area I worked closely with Charleen Au to take this area from beta to final. Big shoutout to the initial team for paving the way for us! (Malcolm Hee, Adam Littledale, Khanh Nguyen)
Lighting was done by Bethany Lo.
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