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Cevap: The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri (13. sayfa)
A
5 yıl
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Konu Sahibi

Sean VanGorder - Texture Artist | Naughty Dog

Seattle | Day 1 | Capitol Hill

I had the pleasure of contributing to multiple levels in The Last of Us: Part 2 as an Environment Texture Artist. Every pixel of this game is the result of a massive group effort from our incredibly talented team.
My responsibilities included...
- Texture Authoring
- Shader Creation
- Material Blending
- Mesh and Lightmap UVs
- Additional Modeling
- Minor Set-dressing
- Performance Optimization
Environment Modeler: Tom Nemeth
Additional Texturing: James Jenkins
Lighting Artist: Antoine Deschamps

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5 yıl
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Konu Sahibi

Sean VanGorder - Texture Artist | Naughty Dog

Seattle | Day 2 | The Shortcut

I had the pleasure of contributing to multiple levels in The Last of Us: Part 2 as an Environment Texture Artist. Every pixel of this game is the result of a massive group effort from our incredibly talented team.
My responsibilities included...
- Texture Authoring
- Shader Creation
- Material Blending
- Mesh and Lightmap UVs
- Additional Modeling
- Minor Set-dressing
- Performance Optimization
Environment Modeler: Michael Yadao
Lighting Artist: Bethany Lo
Additional Art: Charlie Foreman
Design: Michael Barclay
Scripting: Jack Reynolds, Jeff Wright
FX/Water - Quinn Kazamaki

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5 yıl
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Konu Sahibi

Sean VanGorder - Texture Artist | Naughty Dog

Seattle | Day 3 | The Escape

I had the pleasure of contributing to multiple levels in The Last of Us: Part 2 as an Environment Texture Artist. Every pixel of this game is the result of a massive group effort from our incredibly talented team.
My responsibilities included...
- Texture Authoring
- Shader Creation
- Material Blending
- Mesh and Lightmap UVs
- Additional Modeling
- Minor Set-dressing
- Performance Optimization
Environment Modeler: Tom Nemeth
Additional Texturing: James Jenkins
Lighting Artist: Val Sinlao
Additional Lighting: Mark Shoaf

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A
5 yıl
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Konu Sahibi

Sean VanGorder - Texture Artist | Naughty Dog

Santa Barbara | The Resort

I had the pleasure of contributing to multiple levels in The Last of Us: Part 2 as an Environment Texture Artist. Every pixel of this game is the result of a massive group effort from our incredibly talented team.
My responsibilities included...
- Texture Authoring
- Shader Creation
- Material Blending
- Mesh and Lightmap UVs
- Additional Modeling
- Minor Set-dressing
- Performance Optimization
Environment Modeler: Michael Yadao
Lighting Artist: Boon Cotter
Design: Emilia Schatz
Scripting: Christian Gumacal, Arnaldo Licea
FX - Quinn Kazamaki, MJ Whiting

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U
5 yıl
Yüzbaşı

Başından sonuna efsane konu olmuş. Birçok resmi indirdim, emeğine sağlık hocam.



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5 yıl
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Danilo Athayde - Character Artist at Naughty Dog

NPC`s head

These are some of the npc`s heads I made. All of them but one (the second image) were started from scans, mostly from people who work on the studio. In the second image, I used a color texture previously made by Anar Ismayilov. Hair from the black old lady was done by Jaehoon Kim. Thanks to leads (Frank and Soa) for the feedback in each one of these. Thanks shading Artists ( Lauren and Waylon) for all the support. thanks Outsource studios for the huge help.

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5 yıl
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Danilo Athayde - Character Artist at Naughty Dog

Jordan

I was responsible for Jordan, one of the WLF members. We did a scan for his head, and I worked on top of it. Clothing are from different scans and sculpt/tweak after. The final result is an effort from a lot of people, from concept to leads and directors, who has given me a lot of feedback. Pistol seen in these images were done by the prop team. Pose done by animation team. Sony SD was responsible for blend shapes. Outsource studios were a huge help when making all his outfits. Thanks shading artists (Lauren Garcia and Waylon Brinck) for all the support.

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A
5 yıl
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Danilo Athayde - Character Artist at Naughty Dog

The Bloater

I was responsible of doing the Part II version of the Bloater. The final result is an effort from a lot of people, from concept (made by Hyoung Nam) to leads and directors, who has given me a lot of feedback. Assets previously done by Jaehoon Kim for other infected helped a lot. Pose seen in these images was done by animation team. Thanks shading artists (Lauren Garcia and Waylon Brinck) for all the support.

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5 yıl
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Danilo Athayde - Character Artist at Naughty Dog

the Rat King

I was responsible of making this new Infected creature called Rat King. It`s basically lot of infected merged together. In a specific moment, one of the infected split apart. Huge thanks to Hyoung Nam for making the awesome concept, which I could barely make justice. Sebastian Gromann, also a concept artist, helped so much giving me feedback on textures/color scheme. Also a huge thanks to David kim, who dedicate so many hours and effort to make it work on the rigging side. The final result is an effort from a lot of people, from concept to leads and directors, who has given me a lot of feedback. Pose seen in these images done by animation team. Thanks shading artists (Lauren Garcia and Waylon Brinck) for all the support.

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A
5 yıl
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Danilo Athayde - Character Artist at Naughty Dog

Abby`s hair

I was responsible of creating Abby`s hair. Frank Tzeng is the artist responsible for this main character and who has given me this responsibility. Abby`s head seen in these images was made by Frank Tzeng. Thanks concept artists, who helped with concept and references, and the leads/directors, who has given me a lot of feedback. Thanks also shading artists (Lauren Garcia and Waylon Brinck) for all the support and helping out with the shader.

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A
5 yıl
Yarbay
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Danilo Athayde - Character Artist at Naughty Dog

Lev

I was very honored to be responsible for Lev, one of the main characters in Part II. We used the scan of the actor Ian Alexander as a base for Lev`s head, but ended up changing a lot to meet Neil`s directions. Clothing are from different scans and sculpt/tweak after. The final result is an effort from a lot of people, from concept to leads and directors, who has given me a lot of feedback. Bow, arrows and knife seen in these images were done by the prop team. Pose done by animation team. Sony SD was responsible for blend shapes. Outsource studios were a huge help when making all his outfits. Thanks shading artists (Lauren Garcia and Waylon Brinck) for all the support.

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A
5 yıl
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Danilo Athayde - Character Artist at Naughty Dog

Tommy

Tommy was one of my favorite characters in Part I ,and I had the honor of being responsible for him in Part II. It was a huge challenge, since we needed to go for a more realistic approach comparing to Part 1, but at the same time we needed to keep his facial features recognizable. Scans were used for his clothing, but not for his head. The final result is an effort from a lot of people, from concept to leads and directors, who has given me a lot of feedback. Gun and food container seen in these images were done by the prop team. Pose done by animation team. Sony SD was responsible for blend shapes. Outsource studios were a huge help when making all his outfits. Thanks shading artists (Lauren Garcia and Waylon Brinck) for all the support.

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< Bu mesaj bu kişi tarafından değiştirildi A r c h A n g e L. -- 10 Temmuz 2020; 10:37:46 >

A
5 yıl
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Nancy Cantu - Character Artist at Naughty Dog

The Last of Us Part 2 - NPC heads

These are some of the NPC heads I worked on for various factions. Some of the outfits were put together by other character artists. Most of the hair here was done by other character artists which I specify by name since hair is a lot of work!
Heads all started from scans and then were adjusted as needed. A lot of these people were scans of co workers which made them fun to work on. smiley Also super awkward to kill them in game. lol
Thank you to Soa Lee and Frank Tzeng for the feedback as I worked on these! I remember other character artists providing some helpful tips here and there as well, so a thank you to them too!
Also want to mention our outsource vendors who provide us with our first passes on all the outfits! It saves us so much time, particularly for NPCs, since once they do their pass, we are able to just slightly modify, texture and shade these outfits and then slap some variations together! We worked with Virtuos and OF3D for the most part.
Again, want to thank our character concept team, they provide some great style guides for each faction. They did a great job distinguishing each region!

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5 yıl
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Nancy Cantu - Character Artist at Naughty Dog

The Last of Us Part 2 - Nora

I was responsible for Nora. Thanks to VASG (Sony San Diego) for the scan cleanup, initial pass on the head, and their blendshape work! After VASGs, I had thorough feedback from my leads Frank Tzeng and Soa Lee as well as Character Concept Lead Ashley Swidowski to get her to where she needed to be.
Hair by me with lots of guidance from Frank Tzeng. smiley This is one of the first hairs I handled from scratch and I was thoroughly intimidated, but we were able to pull it off in the end! Frank worked with me step by step on this one. He showed me how he would handle it and critiqued me to death until it was good enough. It was a great experience, I learned a TON. I also want to thank Soa Lee who also gave me some great feedback as far as integrating the hairline!
Thank you to Virtuos and OF3D! They did initial scan cleanups for all the outfits as well as topology, UVs and bakes. We adjust accordingly and save tons of time thanks to them!
Thank you to our character concept team! They took the time to actually scuff up the outfits so we have the best possible reference! They also provided wear and tear guides to make their outfits feel thoroughly lived in.
Note: I might be editing descriptions as I remember who else I need to thank!

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A
5 yıl
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Nancy Cantu - Character Artist at Naughty Dog

The Last of Us Part 2 - Whitney

I was responsible for Whitney, a named militia npc.
Again, a big thank you to my leads Soa Lee and Frank Tzeng for the back and forth feedback while we polished. Also Ashley Swidowski for her concept work, she helped push a lot of the detail on her face to make her feel more natural. The people we scan can sometimes have perfect skin (this is one of those cases), which is not something we want for most of our characters.
Initial head pass by Henry Hsu, from VASG (Sony San Diego). He worked on quite a few heads for us, and this was just one of them. Many thanks Henry!

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A
5 yıl
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Nancy Cantu - Character Artist at Naughty Dog

The Last of Us Part 2 - Misc

Here are some of the assets I handled for some of the more central characters. It felt good to be trusted with these. smiley
Credit to Frank Tzeng who was responsible for Joel, Abby and Dina and to Soa Lee who was responsible for Ellie!
Danilo Athayde created young Abby's hair in this shot, and it looks awesome!
For Dina's hairstyles here they were started from a high bun style Frank Tzeng did so much of the hairline is the same, I changed the flow and lengthened and messied it all up. The bun style is different as well. This was interesting to work on as it was my hair that was used as reference. Ashley Swidowski coordinated with a hair stylist and took tons of photo reference. Very fun times! smiling_face Frank used photos of my hair and used it in Dina's hair maps for her first style he created. I did not touch the maps, I only modeled for these styles. Thank you to our awesome TD team for the physics it ended up having.
Again, big thank you to Frank Tzeng, Soa Lee and Ashley Swidowski. Those wear notes we get are so amazingly helpful. They all provided super valuable feedback back and forth and they are a massive part of the end result!

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5 yıl
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Nancy Cantu - Character Artist at Naughty Dog

The Last of US Part 2 - Enemies/Infected

Enemy NPCs I worked on. The first runner we made is the one in the thumbnail. I worked closely with Frank Tzeng and Ashley Swidowski for this one. To keep some smaller details in higher resolution we made these little texture kits we could apply to the skin, like those little boils and stuff, same goes for the holes on the outfits. Those would be applied sort of like a detail map through a second UV set. Yingkang Luo did the hairstyle for that one, he did an awesome job! He even added pieces of mud! Originally this runner had messy seraphite halo braid style, but then it was decided that their hair should be falling off, and this was the end result. I mention each artist for the hair they did by image. Thank you YingKang, Danilo and Jaehoon!
For the Seraphite female a big thank you to Danny Garcia who took over the outfit after I made it for the large male Seraphites. The pants, coat and backpack were all started from scans and then were textured and shaded by me. Danny fit it to the females and since he created the first large female Seraphite, all I had to do was pop in my head and it was pretty much done.
Thank you to our outsource vendors OF3D and Virtuos! Again for their awesome work with scan cleanups.
Also again to our character concept team! We got a styleguide for making our runners look frostbitten! They help the characters feel integrated with the environments they're in and it just ends up tying things together so well!

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5 yıl
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Konu Sahibi

Nancy Cantu - Character Artist at Naughty Dog

The Last of Us Part 2 - Horse Misc

Some horse related stuff I worked on. smiley
The original horse model for the carcass was done by Frank Tzeng and Priya Johal, I adjusted it to be posed, fit to the environment and to be ravaged by infected. Frank provided feedback for both the carcass and the saddle, so thank you to him! This was really fun because i was able to start from scratch.
I worked with Kyle Owens from our foreground team who made the bag on the carcass interactive, since Ellie moves the flap up at some point in the game.
Ashley Swidowski provided concept for the saddle on both and there was a lot of helpful insight as to how saddles are built and what piece goes where. Thank you to Priya Johal as well who gave a lot of advice on some of the pieces I couldn't wrap my mind around. Saddles were a very new thing to me.
The horse carcass concept was made by Richard Lyons and he also provided some pretty great reference for all the blood and guts. There was another carcass concept provided by one of our directors John Sweeney which also helped a lot in getting to the final result.

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5 yıl
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Keegan Edwards - 3D Artist

The Last of Us Part 2: Prisoners

I had the great fortune of working on The Last of Us Part 2. The base Models were provided by Naughty Dog and It was my job to assemble the look and weather the characters. I did not work on the environment Ellie or Ian in this scene that work was done by the Artists at Naughty Dog.

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A
5 yıl
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Keegan Edwards - 3D Artist

Young Ellie: The Last of Us Part 2

I had the great fortune to work on Young Ellie from The Last of Us Part 2 with the wonderfully talented Naughty Dog Team! I only worked on a small portion of her as a character, the model was scanned by our awesome team at VSAG, I did the sweaters model and textures for Ellie the rest was worked on by the artists at Naughty Dog.

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