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The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri (6. sayfa)
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Philip Weisfeld - Environment Artist
The Last Of Us Part II - Downtown Seattle
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!
Downtown Seattle Was a giant effort from multiple teams. Santi + myself took this area from blockmesh to final. We were one of three teams on this area (these images showcase the areas our team worked on). Todd Foster, Chad Russ, Jose Vega and Jon Schmidt made up the other teams we worked with.
Lighting was done by the talented Antoine Deschamps.
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Alex Harrington - 3D Artist
The Last of Us: Part 2 Hostile Territory - Street
These are shots of Hostile Territory - Street. All of these shots are a huge collaborative effort. I am responsible for the finished look of the materials and surface blending in these images. The initial texturing pass was done by Jeremy Huxley.
Environment Modeling: Martin Teichmann
Additional Modeling: Jonathon Ruland
Additional Texturing: Katherine McGinley
Designer: Arnaldo Licea
Lighting: Steven Cummings
Wides: Mitchel Clayton & Kathy Ray
Thank you very much for all of your hard work.
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Alex Harrington - 3D Artist
The Last of Us: Part 2 Hostile Territory - Alley
These are shots of Hostile Territory - Alley. All of these shots are a huge collaborative effort. I am responsible for the finished look of the materials and surface blending in these images. The initial texturing pass was done by Jeremy Huxley. He also deserves credit for the awesome dragon design.
Environment Modeling: Martin Teichmann
Additional Modeling: Jonathon Ruland
Additional Texturing: Katherine McGinley
Designer: Arnaldo Licea
Lighting: Steven Cummings
Wides: Mitchel Clayton & Kathy Ray
Thank you very much for all of your hard work.
< Bu mesaj bu kişi tarafından değiştirildi A r c h A n g e L. -- 4 Temmuz 2020; 9:44:27 >
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Alex Harrington - 3D Artist
The Last of Us: Part 2 Hostile Territory - Infected Lobby
These are shots of Hostile Territory. All of these shots are a huge collaborative effort. I am responsible for creating and finalizing the look of the materials and surface blending in these images.
Environment Modeling: Martin Teichmann
Additional Modeling: Jonathon Ruland
Designer: Arnaldo Licea
Lighting: Steven Cummings
Thank you very much for all of your hard work.
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Alex Harrington - 3D Artis
Territory - Chinatown
These are shots of Hostile Territory - Chinatown. All of these shots are a huge collaborative effort. I am responsible for creating and finalizing the look of the materials and surface blending in these images. This one was my absolute favorite area to work on. Finding the identity of the whole space and each shop was an especially challenging and enjoyable process.
Environment Modeling: Martin Teichmann
Additional Modeling: Jonathon Ruland
Designer: Arnaldo Licea
Lighting: Steven Cummings
Wides: Mitchel Clayton & Kathy Ray
Thank you very much for all of your hard work.
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Alex Harrington - 3D Artist
The Last of Us: Part 2 Hostile Territory - Checkpoint
These are shots of Hostile Territory - Checkpoint. All of these shots are a huge collaborative effort. I am responsible for the finished look of the materials and surface blending in these images. Jeremy Huxley deserves credit for the Chinatown Gate. This was challenging from a design and composition stand point. The Chinatown Gate and the Shrine were competing for attention. I was able to land on a good balance of value and color that work well with back lighting. I am responsible for the layout, set dressing, and materials of the salon shop. It was fun to do research for that space.
Environment Modeling: Martin Teichmann
Additional Modeling: Jonathon Ruland
Designer: Arnaldo Licea
Lighting: Steven Cummings
Wides: Mitchel Clayton & Kathy Ray
Thank you very much for all of your hard work.
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Alex Harrington - 3D Artist
The Last of Us: Part 2 Hostile Territory - Sniper Arena
These are shots of Hostile Territory - Sniper Arena. All of these shots are a huge collaborative effort. I am responsible for the finished look of the materials and surface blending in these images. The initial texturing pass was done by Jeremy Huxley.
Environment Modeling: Martin Teichmann
Additional Modeling: Jonathon Ruland
Additional Texturing: Katherine McGinley
Designer: Arnaldo Licea
Lighting: Steven Cummings
Wides: Mitchel Clayton & Kathy Ray
Thank you very much for all of your hard work.
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Alex Harrington - 3D Artist
The Last of Us: Part 2 Hostile Territory - Fresnel Office
These are shots of Hostile Territory - Fresnel Office. All of these shots are a huge collaborative effort. I am responsible for the finished look of the materials and surface blending in these images. I need to give credit to Katherine McGinley for her surface blending (especially on the clock tower) and to Jeremy Huxely for the initial texturing pass. And yes it was me who came up with the name of the building. wink
Environment Modeling: Martin Teichmann
Additional Modeling: Jonathon Ruland
Additional Texturing: Katherine McGinley
Designer: Arnaldo Licea
Lighting: Steven Cummings
Wides: Mitchel Clayton & Kathy Ray
Thank you very much for all of your hard work.
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Alex Harrington - 3D Artist
Territory - King Station Scar Fight
These are shots of Hostile Territory - King Station Scar Fight. All of these shots are a huge collaborative effort. I am responsible for the finished look of the materials and surface blending in these images. The initial texturing pass was done by Jeremy Huxley. This building, or should I say these buildings where one has collapsed into the other was the most chaotic space to balance out. Credit goes out to Katherine McGinley for her splendid job on the some of the surface blending in this area.
Environment Modeling: Martin Teichmann
Additional Modeling: Jonathon Ruland
Additional Texturing: Katherine McGinley
Designer: Arnaldo Licea
Lighting: Steven Cummings
Wides: Mitchel Clayton & Kathy Ray
Thank you very much for all of your hard work.
< Bu mesaj bu kişi tarafından değiştirildi A r c h A n g e L. -- 4 Temmuz 2020; 15:30:34 >
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Sergio Suarez - Environment Artist
Rescue Jesse - Downhill Chase
I had the pleasure of working on this chase sequence from beginning to end partnered with the incredibly talented artist Young Jin Jo.
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I would include more shots of this area, but i think these are the parts that look the nicest. The rest is... well, a chase sequence so not much attention to detail was given.
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Environment Artist: Young Jin Jo
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Lighting Artist: Bethany Lo
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Game Designer: Daniel Harrison
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Vehicle Artist: Matthew Johns
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This is all a very collaborative process so, naturally there are general assets and textures borrowed and modified from a shared library.
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Sergio Suarez - Environment Artist
Abby Flashback Dad - Lost in Forest - A
We had the advantage of taking this level completely undeveloped and bring it to a final polish from beginning to end. This gave us a lot of creative freedom with many things, and allowed us to take complete ownership of this whole area which is something I believe is very nice about working at NaughtyDog. This was an incredibly collaborative process, working in partnership with Young Jin Jo.
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Even though it is very subtle in-game these trees in particular have a lot of peeling bark, and there is very tiny moss everywhere to hide seams and help with transitions, which was very hard to pull off due to technical limitations. This is a very open area and we simply couldn't cull things out very easily, especially since the trees are so thin, so we had to heavily rely on making billboards and a lot of other tricks with LOD to fake the openness. We thought about cutting back on these details several times, but thankfully there is always a way! smiling_face
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I do have to say none of this would EVER be possible without the amazing work of the environment technical artists, providing tools and constant improvements to accomplish all of this in an easy way.
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Environment Artist: Young Jin Jo
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Lighting Artist: Mark Shoaf
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Game Designer: Arnaldo Licea
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This is all a very collaborative process so, naturally there are general assets and textures borrowed and modified from a shared library.
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Sergio Suarez - Environment Artist
Abby Flashback Dad - Lost in Forest - B
In this area we had to carefully place foot prints and work with design to get the best layout and lighting to guide the player.
We also worked with VFX to implement muddy player footprints which i believe are unique to this area.
This was a very collaborative process and it would not be possible without the invaluable help of others.
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Environment Artist: Young Jin Jo
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Lighting Artist: Mark Shoaf
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Game Designer: Arnaldo Licea
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This is all a very collaborative process so, naturally there are general assets and textured borrowed and modified from a shared library.
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Sergio Suarez - Environment Artist
Abby Flashback Dad - Restroom
This disgustingly dingy bathroom was actually really fun to work on. I love the interior lighting here, and and we could get away with a higher level of detail because of the enclosed space.
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Environment Artist: Young Jin Jo
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Lighting Artist: Mark Shoaf
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Game Designer: Arnaldo Licea
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This is all a very collaborative process so, naturally there are general assets and textures borrowed and modified from a shared library.
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Sergio Suarez - Environment Artist
Abby Flashback Dad - Playground
This was by far my favorite environment to work on, it was definitely a huge change of pace to work on something sunny and happy for once.
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All of those assets and textures for the playground animals were done from scratch since they were pretty unique to this area, so it was also a change of pace to create lots of wacky things and scatter them across the playground.
It was fun to see this part go through iterations too, and collaborating with design and lighting here. We had big plastic waves all over the place at one point, and some other animals on springs like a shark, but they were scrapped in the end.
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Environment Artist: Young Jin Jo
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Lighting Artist: Mark Shoaf
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Game Designer: Arnaldo Licea
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This is all a very collaborative process so, naturally there are general assets and textures borrowed and modified from a shared library.
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Sergio Suarez - Environment Artist
Abby Fights Militia - Raidio Tower
This was another level we took from beginning to end. The radio tower section was particularly fun, since we had a workbench there and a lot of grime and destruction, as well as the burning village wide to look at in the distance. This area took very long to optimize due to the amount of NPCs and the gun fighting going on, these things were very expensive. I set up rain occluders for this whole area and the appropriate shader response to the rain which i thought was very cool to do.
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Environment Artist: Young Jin Jo
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Game Designer: Michael Barclay
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Lighting: Val Sinlao, Mark Shoaf
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Vehicle Artist: Matthew Johns
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This is all a very collaborative process so, naturally there are general assets and textures borrowed and modified from a shared library.
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Sergio Suarez - Environment Artist
Abby Fights Militia - Streets
This was a heavy combat area and pretty difficult to optimize. With the help of the tech artists this was possible though and by creating several low resolution mids and unique low poly buildings all around.
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Environment Artist: Young Jin Jo
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Game Designer: Michael Barclay
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Lighting: Val Sinlao, Mark Shoaf
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Vehicle Artist: Matthew Johns
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This is all a very collaborative process so, naturally there are general assets and textures borrowed and modified from a shared library.
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Sergio Suarez - Environment Artist
Abby Fights Militia - Taco Place
This taco place was very fun to work on indeed. A lot of the decorations and patterns had to be made unique, but sadly we couldn't occupy the space and dress it as we wanted to due to the combat space limitations. We also took this area from a design block-out stage to a full finish.
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During the end of the project i picked up the entire area with the horse chase (which belonged to another artist previously) and optimized/polished that. Most of the leg-work would be credited to Mark Sheppard for the horse chase area. After this I did the same to parts of the burning village in collaboration with several other amazing artists.
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Environment Artist: Young Jin Jo
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Game Designer: Michael Barclay
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Lighting: Val Sinlao, Mark Shoaf
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Vehicle Artist: Matthew Johns
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This is all a very collaborative process so, naturally there are general assets and textures borrowed and modified from a shared library.
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Brent Griffith - Environment Artist
MED Ascent Shrine
I was primary Texture and Shader Artist.
Model and Layout Artist: David Budlong
Lighting Artist: Bethany Lo
Naughty Dog works as a team, so other assets and work done by multiple people.
MED Animation Studio
I was primary Texture and Shader Artist.
Model and Layout Artist: David Budlong
Lighting Artist: Bethany Lo
Naughty Dog works as a team, so other assets and work done by multiple people.
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