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The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri (10. sayfa)

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  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Flooded Boat Explore

    During 2 separate phases of production myself and Peyton Varney were tasked with recreating the Flooded City Boat Explore level. Due to the state of the level when it has handed off to us, the majority of the existing world/architectural geometry had to be remodeled and the entire level had to be re-set dressed using existing art assets made by various artist and new assets of our own. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. The Monorail and Monorail tracks were outsource assets.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Additional Material work by: Liz Reddington, Jon Schmidt
    Lighting Artist: Scott Greenway, Bethany Lo
    FX Artist: Elaine Kubik, Taylor Duval
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Flooded Boat Explore

    During 2 separate phases of production myself and Peyton Varney were tasked with recreating the Flooded City Boat Explore level. Due to the state of the level when it has handed off to us, the majority of the existing world/architectural geometry had to be remodeled and the entire level had to be re-set dressed using existing art assets made by various artist and new assets of our own. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. The Monorail and Monorail tracks were outsource assets.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Additional Material work by: Liz Reddington, Jon Schmidt
    Lighting Artist: Scott Greenway, Bethany Lo
    FX Artist: Elaine Kubik, Taylor Duval
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




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  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Hotel Interior

    I was responsible for the environment modeling, interpretation of the gray box design blockout and level world building. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. Any props using tillable textures/trims were made by me, one-off props by outsource artist.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Lighting Artist: Scott Greenway, Bethany Lo
    FX Artist: Elaine Kubik, Taylor Duval
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Rapids Lake

    I was responsible for the environment modeling, interpretation of the gray box design blockout and level world building. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. Any props using tillable textures/trims were made by me, one-off props by outsource artist.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Lighting Artist: Scott Greenway, Bethany Lo
    FX Artist: Elaine Kubik, Taylor Duval
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Kingston Bookstore Interior

    As an Environment Artist on Flooded City, I was responsible for the environment level modeling, interpretation of the gray box design blockout and level world building. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. Any props using tillable textures/trims were made by myself, one-off props by outsource artist.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Lighting Artist: Scott Greenway, Antoine Deschamps
    FX Artist: Elaine Kubik, Taylor Duval
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Sinkhole B

    As an Environment Artist on Flooded City, I was responsible for the environment level modeling, interpretation of the gray box design blockout and level world building. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. Any props using tillable textures/trims were made by myself, one-off props by outsource artist.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Lighting Artist: Scott Greenway, Antoine Deschamps
    FX Artist: Elaine Kubik, Taylor Duval
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Sinkhole

    As an Environment Artist on Flooded City, I was responsible for the environment level modeling, interpretation of the gray box design blockout and level world building. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. Any props using tillable textures/trims were made by myself, one-off props by outsource artist.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Wide Artist: Mauricio Sotolongo
    Lighting Artist: Scott Greenway, Antoine Deschamps
    FX Artist: Elaine Kubik, Taylor Duval
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Convention Center Arch

    As an Environment Artist on Flooded City, I was responsible for the environment level modeling, interpretation of the gray box design blockout and level world building. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. Any props using tillable textures/trims were made by myself, one-off props by outsource artist.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Lighting Artist: Scott Greenway, Antoine Deschamps
    FX Artist: Elaine Kubik
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Convention Center Tunnel Exit

    As an Environment Artist on Flooded City, I was responsible for the environment level modeling, interpretation of the gray box design blockout and level world building. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. Any props using tillable textures/trims were made by myself, one-off props by outsource artist.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Lighting Artist: Scott Greenway, Antoine Deschamps
    FX Artist: Elaine Kubik
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Columbia Union Bank

    As an Environment Artist on Flooded City, I was responsible for the environment level modeling, interpretation of the gray box design blockout and level world building. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. Any props using tillable textures/trims were made by myself, one-off props by outsource artist.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Lighting Artist: Scott Greenway, Antoine Deschamps
    FX Artist: Elaine Kubik
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Convention Center Tunnel

    As an Environment Artist on Flooded City, I was responsible for the environment level modeling, interpretation of the gray box design blockout and level world building. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. Any props using tillable textures/trims were made by myself, one-off props by outsource artist.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Lighting Artist: Scott Greenway, Antoine Deschamps
    FX Artist: Elaine Kubik
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Into The City Courtyard

    As an Environment Artist on Flooded City, I was responsible for the environment level modeling, interpretation of the gray box design blockout and level world building. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. Any props using tillable textures/trims were made by myself, one-off props by outsource artist.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Lighting Artist: Scott Greenway, Antoine Deschamps
    FX Artist: Elaine Kubik
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Into The City Sinkhole

    As an Environment Artist on Flooded City, I was responsible for the environment level modeling, interpretation of the gray box design blockout and level world building. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. Any props using tillable textures/trims were made by myself, one-off props by outsource artist.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Lighting Artist: Scott Greenway, Antoine Deschamps
    FX Artist: Elaine Kubik
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Nestor Carpintero - Environment Artist at Naughty Dog

    Flooded City - Into The City

    As an Environment Artist on Flooded City, I was responsible for the environment level modeling, interpretation of the gray box design blockout and level world building. Vegetation was made by our internal vegetation art team. Vehicles were a combination of our internal vehicle art team and outsource artist. Any props using tillable textures/trims were made by myself, one-off props by outsource artist.
    /////////////////////////////////////////////////
    Material/Texture Artist: Peyton Varney
    Lighting Artist: Scott Greenway, Antoine Deschamps
    FX Artist: Elaine Kubik
    Level Designer: Arnaldo Licea

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Jared Sobotta - Environment Texture Artist @ Naughty Dog

    The Last of Us: Part 2 Aquarium Exterior

    The following is a collection of images of my work on The Last of Us: Part 2. This is the Seattle Aquarium exterior from various points in time. We have the stadium area and sailboat that I textured. As well as some shots of when you find and return to the Aquarium. Alongside my modeler, Anthony Vaccaro we took this level from early blockout stage to completion. I was the texture artist for all of the Aquarium. Including multiple times, you come back to this level while playing the campaign. The work I did consisted of texturing, creating shaders, all blend work and application of the shaders, uv’ing, And additional modeling work. As well as creating variation for the different seasons that you run into while playing. As always video games are a team effort, a lot of textures and assets are from throughout the game. Thank you to the various other artists on the Naughty Dog team!
    -Environment Art/Layout Design: Anthony Vaccaro
    -Environment Textures/Materials: Jared Sobotta
    -Lighting artist: Mark Shoaf, Boon Cotter
    -FX: MJ Whiting, Taylor Duval
    A very special thanks to Steven Tang, Hawar Doghramachi, Vincent Marxen, and the rest of the programming team who I worked closely with on all the glass!


    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Jared Sobotta - Environment Texture Artist @ Naughty Dog

    The Last of Us: Part 2 Aquarium Exhibits

    The following is a collection of images of my work on The Last of Us: Part 2. This is the Seattle Aquarium Exhibits area. This includes multiple different exhibits you can walk through, as well as a few shots from the cinematic in the underwater dome room! Alongside my modeler, Anthony Vaccaro we took this level from early blockout stage to completion. I was the texture artist for all of Aquarium. Including multiple times you come back to this level while playing the campaign. The work I did consisted of texturing, creating shaders, all blend work and application of the shaders, uv’ing, And additional modeling work. As well as creating variation for the different seasons that you run into while playing. As always video games are a team effort, a lot of textures and assets are from throughout the game. Thank you to the various other artists on the Naughty Dog team!
    -Environment Art/Layout Design: Anthony Vaccaro
    -Environment Textures/Materials: Jared Sobotta
    -Lighting artist: Bethany Lo, Huan Tran (Cinematics)
    -FX: MJ Whiting
    A very special thanks to Steven Tang, Hawar Doghramachi, Vincent Marxen, and the rest of the programming team who I worked closely with on all the glass!

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Jared Sobotta - Environment Texture Artist @ Naughty Dog

    The Last of Us: Part 2 Scar Village Burning

    The following is a collection of images of my work on The Last of Us: Part 2. This is the Scar burning village of Haven. Alongside my modeler Anthony Vaccaro, we took this level from early blockout stage to Beta for most of it. We were also in charge of look developing the Scars architecture, modeling, and texturing. I was the texture artist for much of the burning village horse chase portion of this level. The work I did consisted of texturing, creating shaders, all blend work and application of the shaders, uv’ing, And additional modeling work. As well as creating variation for the different seasons that you run into while playing. As always video games are a team effort, a lot of textures and assets are from throughout the game. Thank you to the various other artists on the Naughty Dog team!
    Environment Art/Layout Design: Anthony Vaccaro, Todd Foster
    Environment Textures/Materials: Jared Sobotta, Chad Russ
    Design: Michael Barclay
    Wides by: Mauricio Sotolongo
    Additional Environment art: Charleen Au, Youngjin Yo
    Additional Texture art: Katherine McGinley, Sergio Suarez
    Lighting artist: Mark Shoaf, Val Sinlao
    FX: MJ Whiting
    Foreground: Christophe desse and the entire amazing foreground team!
    A very special thanks to Steven Tang, Kaleb Goulding, and the rest of the tech art team for all of your help on this!

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




  • Jared Sobotta - Environment Texture Artist @ Naughty Dog

    The Last of Us: Part 2 Aquarium Giftshop & Behind the Scenes

    The following is a collection of images of my work on The Last of Us: Part 2. This is the Seattle Aquarium Gift shop and behind the scenes "guts" of an Aquarium. Here you can see the overgrown giftshop as well as some of the inner workings that keep an aquarium running! Alongside my modeler, Anthony Vaccaro we took this level from early blockout stage to completion. I was the texture artist for all of the Aquarium. Including multiple times, you come back to this level while playing the campaign. The work I did consisted of texturing, creating shaders, all blend work and application of the shaders, uv’ing, And additional modeling work. As well as creating variation for the different seasons that you run into while playing. As always video games are a team effort, a lot of textures and assets are from throughout the game. Thank you to the various other artists on the Naughty Dog team!
    -Environment Art/Layout Design: Anthony Vaccaro
    -Environment Textures/Materials: Jared Sobotta
    -Lighting artist: Bethany Lo, Mark Shoaf, Boon Cotter, Huan Tran (Various others)
    -FX: MJ Whiting, Miles Maxwell (various)
    A very special thanks to Steven Tang, Hawar Doghramachi, Vincent Marxen, and the rest of the programming team who I worked closely with on all the glass!

    The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri




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