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Cevap: The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri (14. sayfa)
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5 yıl
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Byunghwa Jung - Artist

Clicker outfits

The Last of Us Part II
I worked on those outfits for clickers. All Outfits are in game model. Clicker base body model was provided by Jaehoon Kim.
Captured in ND game engine.

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5 yıl
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Byunghwa Jung - Artist

Seraphite Emily

The Last of Us Part II
I had the opportunity to work on this character called Emily revealed from the trailer in Paris Games Week 2017. I was responsible for everything, but I had a support from the team. I started to worked on her hair from a base model created by Soa Lee, and our outsourcing companies helped to create base meshes for her outfit. Our awesome prop team provided weapons as well. For last image, John Sweeney created an amazing key art for Emily based on in-game captured 3D image. More images are coming later today. Stay tuned!
Captured in ND game engine.

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5 yıl
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Byunghwa Jung - Artist

The rattlers - Large

The Last of Us Part II
I had the opportunity to create this big guy at the last minute productions. I worked on him for everything, but I was provided amazing tattoo design from one of our concept artists, Richard Lyons. Our prop team and outsourcing companies helped to provide base meshes for outfits. More images are coming later today. Stay tuned!
Captured in ND game engine.

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5 yıl
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Byunghwa Jung - Artist

Isaac

The Last of Us Part II 
Isaac is the leader of the Washington Liberation Front (WLF). I was responsible for him, and worked on everything with the help of creating base meshes for his outfits from our outsourcing companies.
Captured in ND game engine

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5 yıl
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Byunghwa Jung - Artist

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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5 yıl
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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.

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5 yıl
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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.

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5 yıl
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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.

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A
5 yıl
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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.

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5 yıl
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5 yıl
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5 yıl
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5 yıl
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5 yıl
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5 yıl
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5 yıl
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5 yıl
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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).
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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.
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The Last of Us: Part II...background information on vehicles
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There are 500 vehicles in the Naughty Dog vehicle library, all created for The Last of Us: Part II
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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.
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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.
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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.
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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.

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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.
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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
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(Please let me know if I missed your name above, I would be glad to add yours asap)

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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!
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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
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(Please let me know if I missed your name above, I would be glad to add yours asap)

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A
5 yıl
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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.
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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
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(Please let me know if I missed your name above, I would be glad to add yours asap)

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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.
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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
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(Please let me know if I missed your name above, I would be glad to add yours asap)

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