Matthew Trevelyan Johns - Naughty Dog The wind shader feature was one of my favourite things to add to outdoor fabrics, we could control areas to react to wind and areas to remain still using a texture mask. A huge thanks to Steven Tang for his work on this awesome feature < Resime gitmek için tıklayın > |
Matthew Trevelyan Johns - Naughty Dog The Last of Us: Part II...the burning car This gallery shows the burning suv that I had the privileged of creating as part of my contribution to the cut-scene trailer that was shown at Paris Games Week in 2017. This cut-scene features in the final game also at the beginning of the 'saving kids' level. A looping video of the burning car was also made into a dynamic PS4 theme. --- I was responsible for the modelling, texturing and shading of the suv in it's entirety, it's design was based on reference and concept art hand picked by Neil and John. I worked closely with Elaine Kubik, who took great pleasure in burning my nice model to a crisp with her incredible vfx! The lighting for this scene was elegantly handled by Huan Tran. --- 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 etc). The creation of this vehicle was my first step on the path to becoming responsible for all of the vehicles that feature in The Last of Us: Part II --- As these images and videos also feature Abby, Lev, Yara and the villainous Scars, i'd also like to take a moment to praise our incredible character art and animation teams, though I am proud of my contribution, it must be said that their work is beyond compare in the industry and i'm honoured to have something of mine feature as a backdrop to their works in this way. --- As always, it takes a monumental team effort in order to make such amazing games and sequences. Without the hard work and dedication of the entire team, across all departments at Naughty Dog, none of this would be possible. < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Matthew Trevelyan Johns - Naughty Dog Kudos for the animation and design team on this 'unseen' animation sequence. Though the player can never be fast enough to see Nora race through this space clearly, her movement and animation is still present < Resime gitmek için tıklayın > |
Matthew Trevelyan Johns - Naughty Dog Edgar did an awesome job of dressing this shelf with a lot of small props, then our foreground department would ensure that these would all react correctly to physics as Ellie is thrown against it < Resime gitmek için tıklayın > |
Kristal Nembhard - Visual Effects Artist at Naughty Dog The Last of Us: Part 2 Tracking Horde VFX VFXs from the level Tracing Horde. I was responsible for most FXs, lens flares, and particle volumetric lights throughout this level's environment and cinematic. The Blizzard is made up of many different layered snow FXs and render settings. It's greatly affected by the fog and lighting set by lighters. I also modeled and created the water mesh and shader throughout the level. Videoyu izlemek için tıklayınız Blizzard/Water mesh shader for Tracking Horde level. Additional FX assets created by Wataru Ikeda Fog/Lighting by Joey Lenz Videoyu izlemek için tıklayınız Infected Snow FXs falling from the fence |
Kristal Nembhard - Visual Effects Artist at Naughty Dog The Last of Us: Part 2 Wood Fire Integration FX I created an animated wood fire FX decal that's used throughout the game for integrating the fire with wooden floors. (FX level and fire by Mary Jane Whiting) Videoyu izlemek için tıklayınız Realtime Wood Fire Integration FX on ground intersection comparison Fire population FX by Mary Jane Whiting |
Kristal Nembhard - Visual Effects Artist at Naughty Dog The Last of Us: Part 2 Ellie's Birthday/Museum Space Capsule Cinematic This cool FX is Ellie's breath on the space helmet she wears in the capsule of the cinematic for the Flashback Museum level. Steven Tang set up the glass shader of the helmet to have a fog texture in the blue channel. I created a FX that wrote to the blue channel of the helmet material and exposed the fogginess of the glass. Every breath FX duration, size, and intensity is hand placed and synced to Ellie's breathing animation/sound. Videoyu izlemek için tıklayınız Ellie's breath on helmet FX Helmet glass shader setup by Steven Tang |
Kristal Nembhard - Visual Effects Artist at Naughty Dog The Last of Us: Part 2 Tracking Waterfall and VFXs I was responsible for environmental and cinematic FXs in the Tracking Level. In this video I show a water mesh I modeled and applied a water shader to. Along with building and forming a series of waterfall FXs. (Core waterfall assets created by Quinn Kazamaki) Videoyu izlemek için tıklayınız Tracking Water Mesh/ Shader/ Waterfall Core waterfall FX assets created by Quinn Kazamaki Videoyu izlemek için tıklayınız Snow cliff Crumble FX Rigged Foreground Environment created by Christophe Desse |
Kristal Nembhard - Visual Effects Artist at Naughty Dog The Last of Us: Part 2 Museum Waterfall I was responsible for environmental and cinematic FXs in the flashback museum Level. In this video I show a water mesh I modeled and applied a water shader to. Along with building and forming a series of waterfall FXs. (Core waterfall assets created by Quinn Kazamaki, Wataru Ikeda, and Taylor Duval) Videoyu izlemek için tıklayınız Ellie's Flash Back Museum Water Mesh/ Shader/ Waterfall Core waterfall FX assets created by Quinn Kazamaki, and Wataru Ikeda Core Drip FX created by Taylor Duval |
Kristal Nembhard - Visual Effects Artist at Naughty Dog The Last of Us: Part 2 Flooded City Mall Water Modeled water mesh and created the water shader for the mall water for the Flooded City level. Videoyu izlemek için tıklayınız Modeled and created water shader for mall water. Algae feature integrated by Wataru Ikeda Area FX Level by Elaine Kubik |
Kristal Nembhard - Visual Effects Artist at Naughty Dog The Last of Us: Part 2 Systemic Truck VFX During gameplay, the vehicles create kick-up FXs and tracks based on the surface types it makes contact with. This whole FX system is systemic and isn't scripted by animation frames. The joints could run over different surface types and react based on conditions that are set. This is how I'm able to get dirt FXs to spawn over dirt, while water splashed when over puddles. And even grass/leaves when driving over foliage. This applies for the tracks that left behind. The system will acknowledge if it should be wet, muddy, or even skidding based on velocity. Videoyu izlemek için tıklayınız Created system truck tires FXs Truck crash FX done by Natalie Lucht Rescue Jesse FX level created by Kirsten England Forward Base FX level created by Miles Maxwells |
Kristal Nembhard - Visual Effects Artist at Naughty Dog The Last of Us: Part 2 Sun-flare I got the chance to create the sunflare used throughout all of the sunny areas of the game. Some elements were rendered out using Houdini by Daniel Naulin and later refined in Photoshop. Videoyu izlemek için tıklayınız Sunfalre creation and assemble FX Some initial flare elements rendered by Daniel Naulin |
Kirsten England - Visual Effects Artist at Naughty Dog MATURE CONTENT | The Last of Us: Part 2 | Explosions and Gibs A compilation of some of the blood explosions, splatters and gibs FX done during the production of The Last of Us: Part 2 including asset building, textures, materials, timing and placement. Additional support and shared assets by Naughty Dog FX team. Additional character support by Naughty Dog character team. Systemic support from Naughty Dog programming team. < Resime gitmek için tıklayın > Responsible for blood and gore FX. < Resime gitmek için tıklayın > Arrow explosion by Wataru Ikeda. < Resime gitmek için tıklayın > Trap mine explosion by Daniel Naulin and Taylor Duval. |
Kirsten England - Visual Effects Artist at Naughty Dog MATURE CONTENT | The Last of Us: Part 2 | Dismemberment A compilation of some of the dismemberment blood squibs, blood masks, wound maps and blood pools FX done during the production of The Last of Us: Part 2 including asset building, textures, materials, timing and placement. Additional support and shared assets by Naughty Dog FX team. Additional character support by Naughty Dog character team. Systemic support from Naughty Dog programming team. < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Kirsten England - Visual Effects Artist at Naughty Dog MATURE CONTENT | The Last of Us: Part 2 | Blood in Snow and Water A compilation of some of the blood pools and splatter FX for water and snow done during the production of The Last of Us: Part 2 including asset building, textures, materials, timing and placement. Additional support and shared assets by Naughty Dog FX team. Additional character support by Naughty Dog character team. Systemic support from Naughty Dog programming team. < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Kirsten England - Visual Effects Artist at Naughty Dog MATURE CONTENT | The Last of Us: Part 2 | IGCs and Environment FX A compilation of some of in game cinematic and environment FX done during the production of The Last of Us: Part 2 including asset building, textures, materials, timing and placement. Additional support and shared assets by Naughty Dog FX team. < Resime gitmek için tıklayın > Responsible for smoke plume FX and placement. |
Kirsten England - Visual Effects Artist at Naughty Dog Responsible for smoke plume FX and placement of plume and fire. < Resime gitmek için tıklayın > |
Kirsten England - Visual Effects Artist at Naughty Dog Responsible for FX blood. < Resime gitmek için tıklayın > |
This crashed taxi and military vehicle vignette was important to the story telling in this area, there are more details on the back side, like a spray painted warning to the WLF...
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