Byunghwa Jung - Artist Owen The Last of Us Part II I was responsible for Owen and his outfits throughout the story. it was very challenging for me to create Owen, because he had lots of variations such as outfits, hair style, props, head, nude, and more...Neil, Ashley Swidowski, and our leads helped me to bring out Owen's character with feedbacks till the end of production, and it nailed down to make Owen to be looked nice and real. Our outsourcing companies also helped to provide base meshes for Owen's outfits as well. More images are coming later today. Stay tuned! Captured in ND game engine. < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Frank Tzeng - Lead Character artist at Naughty Dog The Last of Us Part 2 - Dina Hi Everyone, i am honored to be a lead character artist in "The Last of Us Part 2", it was the biggest game that we have ever created in the studio and i can for sure say that it was also the hardest one, the scale and the amount of the characters in the game required a huge amount of artists and team works to finish and pull it off, as an artist in Naughty Dog we always trying to push our limits and try to put every little details in the characters for players to see and feel. I was responsible for Dina, however, it required a lot of artists to finish her as an in game character, from the face we scanned ( Cascina Caradonna) to concept to 3d to rigging to animation and all. She has a lot of variation of hairs, outfits.... so please know that there are a lot of people behind this character, a huge thanks for all the amazing artists and has worked on this character, outsourcing company that did the scan clean up for clothing and retopo/UV, her winter outfit and backpack was done by Byung Hwa Jung, pony tail first pass was done by Sony SD and adjust by Nancy Cantu and finalized by me, her farm outfit and messy hair was done by Nancy Cantu, Baby was done by Byung Hwa Jung, others were mostly done by me, finally a huge thanks for Soa Lee, Ashley and Neil for feedback and directions. < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Frank Tzeng - Lead Character artist at Naughty Dog The Last of Us Part 2 - Abby Hi Everyone, i am honored to be a lead character artist in "The Last of Us Part 2", it was the biggest game that we have ever created in the studio and i can for sure say that it was also the hardest one, the scale and the amount of the characters in the game required a huge amount of artists and team works to finish and pull it off, as an artist in Naughty Dog we always trying to push our limits and try to put every little details in the characters for players to see and feel. I was responsible for young, T2 ( current) and Santa Barbra Abby, however, it required a lot of artists to finish her as an in game character, from concept to 3d to rigging to animation and all. She has a lot of variation of hairs, outfits in different ages.... so please know that there are a lot of people behind this character, a huge thanks for all the amazing artists and has worked on this character, outsourcing company that did the scan clean up for clothing and retopo/UV, both young and current Abby's hair was done by Danilo Athayde , Santa Barbra hair first pass with done by Colin Thomas and finalized by me, her Santa Barbra pants and her backpack was done by Yingkang Luo, one of the young Abby outfit was done by Nancy Cantu, others were mostly done by me, finally a huge thanks for Ashley and Neil for feedback and directions. < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Frank Tzeng - Lead Character artist at Naughty Dog The Last of Us Part 2 - Joel Hi Everyone, i am honored to be a lead character artist in "The Last of Us Part 2", it was the biggest game that we have ever created in the studio and i can for sure say that it was also the hardest one, the scale and the amount of the characters in the game required a huge amount of artists and team works to finish and pull it off, as an artist in Naughty Dog we always trying to push our limits and try to put every little details in the characters for players to see and feel. I was responsible for both T1 and T2 Joel, however, it required a lot of artists to finish him as a in game character, from concept to 3d to rigging to animation and all. He has different hairs, different outfits, different ages.... so please know that there are a lot of people behind this character, a huge thanks for all the amazing artists and has worked on this character, outsourcing company that did the scan clean up for clothing and retopo/UV, Ellie was done by Soa Lee, my awesome Co-lead in the team. Joel t1 hair first pass and his T1-hero shirt was done by Darcy from Sony SD and i finalized it after, T2 backpack was done by Nancy Cantu, T1-hospital shirt was done by Danny Garcia, the rest was me mostly, i was responsible for the final outcome of the character, finally a huge thanks for Soa Lee, Ashley and Neil for feedback and directions. < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Hyoung Nam - Senior Concept Artist at Naughty Dog The Last of Us 2: Joel < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Hyoung Nam - Senior Concept Artist at Naughty Dog The Last of Us 2 : Abby < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Hyoung Nam - Senior Concept Artist at Naughty Dog The Last of Us 2 : Jesse < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Hyoung Nam - Senior Concept Artist at Naughty Dog The Last of Us 2 : The King < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Matthew Trevelyan Johns - Naughty Dog THe Last of Us: Part II...the snow covered vehicles I had two roles on The Last of Us: Part II, one as the vehicle specialist (asset creation, art/technical pipeline, management of library) and the other as a level artist (textures, shaders, assets etc). --- I'll be posting a gallery for each of the vehicle 'looks' that I created, this first being the 'snow' look that was used throughout our snowy/blizzard levels. In most cases I would work in a test scene and then would further refine the shaders and models once background artists had placed them in their levels. Once I had established the completed model/shader look, including the creation of the 'snow-kit' examples, I worked with Tyler Moore to propagate this look to the rest of the library. --- The Last of Us: Part II...background information on vehicles --- There are 500 vehicles in the Naughty Dog vehicle library, all created for The Last of Us: Part II --- Given the scale of the project and the amount of vehicles that were depicted in concepts, I knew that accepting the responsibility of being the vehicle specialist, on top of my other level art responsibilities would be a huge challenge. Without a dedicated team to work on vehicles for the duration of the project, I focused on developing a pipeline that could not only produce the highest quality assets, but that could also be done within an efficient time frame. --- While I modeled a large amount of vehicles, often saving the 'hero' vehicles or the entire military series for myself, I am also incredibly thankful to our outsource vendors for their help with many vehicle modelling/uv'ing tasks. There are many vehicles that our vendors modeled almost entirely before I would then receive them, add additional details and carry out my texturing/shading/technical setup pipeline. --- I'm also indebted to my friend Tyler Moore, in the final stages of production he was invaluable in helping to troubleshoot the thousands (!) of collision, traversal, cover and melee bugs that we ran into. Tyler also was instrumental in ensuring that background artists had the vehicle variations they needed. I had set up the template materials to define the 'looks' for each vehicle type and Tyler did a great job of propagating those looks to other vehicles when bg required them, as well as helping to optimize 'the fleet' when the time came. --- I'd also like to thank my Leads, Andres Rodriguez and Christian Nakata for trusting me with such a monumental task and for their support along the way, as well as Waylon Brinck, Florent Devillechabrol, Ke Xu, Steven Tang and Dongsub Woo (and many others) for their technical and graphics expertise that was essential in the process. < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Sebastian Gromann - Concept Artist at Naughty Dog Inc. The Last Of Us Part II: Seattle Sinkhole This scene shows an presumably impassable, large sinkhole next to the Seattle library. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim - (Please let me know if I missed your name above, I would be glad to add yours asap) < Resime gitmek için tıklayın > The Last Of Us Part II: Flare Tunnel I'm so happy we actually ran with the flare look during this encounter. Hats off to John Sweeney and our Lighting/VFX/Art Dept. - as hard as this seemed to pull off, this area looks especially stunning ingame! - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim 3D Art/Base: Ben Springer, Henry Cheng Design: Emilia Schatz - (Please let me know if I missed your name above, I would be glad to add yours asap) < Resime gitmek için tıklayın > |
Sebastian Gromann - Concept Artist at Naughty Dog Inc. The Last Of Us Part II: Captured Ellie I had a great time supporting John Sweeney, Neil Druckmann and the mocap team by previsualizing shots for our ingame cutscenes. This shot shows Ellie being captured by the WLF. I'm certain that I don't really need to note that, but despite of how it may seem in this fictional concept, this was an all around fun photoshoot for everybody involved. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim - (Please let me know if I missed your name above, I would be glad to add yours asap) < Resime gitmek için tıklayın > The Last Of Us Part II: Captured Abby During production I had a blast supporting John Sweeney, Neil Druckmann and the mocap team by previsualizing shots for our ingame cutscenes. This shot is also part of a longer sequence and among the first cutscene images I got to work on. Here is Abby being hanged by Scars. - This concept wouldn't have been possible without the following people: Teaching The Way: John Sweeney Add. Direction: Neil Druckmann Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim - (Please let me know if I missed your name above, I would be glad to add yours asap) < Resime gitmek için tıklayın > |
Sebastian Gromann - Concept Artist at Naughty Dog Inc. The Last Of Us Part II: Seattle Freeway Bluesky concept of Ellie and Dina riding towards Seattle. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim - (Please let me know if I missed your name above, I would be glad to add yours asap) < Resime gitmek için tıklayın > The Last Of Us Part II: Aquarium During production I had a great time supporting John Sweeney, Neil Druckmann and the mocap team by previsualizing shots for our ingame cutscenes. This scene features Abby and Mel in the aquarium. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim - (Please let me know if I missed your name above, I would be glad to add yours asap) < Resime gitmek için tıklayın > |
Sebastian Gromann - Concept Artist at Naughty Dog Inc. The Last Of Us Part II: Prologue This is a bluesky image done for the prologue of the game. Joel and Tommy riding back to Jackson across an abandoned parking lot. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim - (Please let me know if I missed your name above, I would be glad to add yours asap) < Resime gitmek için tıklayın > The Last Of Us Part II: Transit Tunnel This is one of the earliest environments featuring an updated pass on the fungus growth. You can see a group of militia looking for supplies in Seattle's transit tunnel, which was depicted here to be used to evacuate citizens outside of the city. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim - (Please let me know if I missed your name above, I would be glad to add yours asap) < Resime gitmek için tıklayın > |
Sebastian Gromann - Concept Artist at Naughty Dog Inc. The Last Of Us Part II: Collapsed Crane The first image is a bluesky version from very early on of how Abby traverses a collapsed crane between two high rise buildings. A few years into the project I was asked to concept how a Scar walkway would translate onto the crane. Pre visualizing the whole traversing sequence turned out to be a huge advantage for production. This fly-through features the second part of the collapsed crane, whereas the collection of frames below shows the concept of the traversals first part. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim 3D Art/Base: Ron Giampa - (Please let me know if I missed your name above, I would be glad to add yours asap) < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > The Last Of Us Part II: Arcade Bloater This concept shows the Bloater from across the arcade hall. Ellie spots him thanks to a lightning flash sculpting his emerging silhouette. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim Add. Fungus: Robby Johnson Bloater Base Model: Danilo Athayde (I butchered it, please check his finished Bloater! < Resime gitmek için tıklayın > |
Sebastian Gromann - Concept Artist at Naughty Dog Inc. The Last Of Us Part II: Scar Landing This concept depicts the scenery Abby and Yara find themselves in landing on Scar Island. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim Design: Connor Brown < Resime gitmek için tıklayın > The Last Of Us Part II: Scar Island This concept was done early in production to provide a glimpse into the possible look and feel of a Scar village and it's surroundings. Prior this part was located close to Seattle's sea port. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim < Resime gitmek için tıklayın > |
Dina
The Last of Us Part II
I was responsible for Dina's winter outfit with vest and her backpack. The base model and texture of pants was done by Nancy Cantu, and the head is from Frank Tzeng. Danilo Athayde provided amazing fur technique for Dina's jacket, so I was able to reinvent fur readily for Dina's jacket. Waylon Brinck, Lauren Garcia, Steven Tang, and so many tech artists helped to provide amazing snow techniques for our characters. Of course, the whole teams and our outsourcing companies helped us in many ways. More images are coming later today. Stay tuned!
Captured in ND game engine.
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