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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 - 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.
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Material/Texture Artist: Peyton Varney
Lighting Artist: Scott Greenway, Bethany Lo
FX Artist: Elaine Kubik, Taylor Duval
Level Designer: Arnaldo Licea
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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.
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Material/Texture Artist: Peyton Varney
Lighting Artist: Scott Greenway, Bethany Lo
FX Artist: Elaine Kubik, Taylor Duval
Level Designer: Arnaldo Licea
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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.
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Material/Texture Artist: Peyton Varney
Lighting Artist: Scott Greenway, Antoine Deschamps
FX Artist: Elaine Kubik, Taylor Duval
Level Designer: Arnaldo Licea
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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.
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Material/Texture Artist: Peyton Varney
Lighting Artist: Scott Greenway, Antoine Deschamps
FX Artist: Elaine Kubik, Taylor Duval
Level Designer: Arnaldo Licea
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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.
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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
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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.
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Material/Texture Artist: Peyton Varney
Lighting Artist: Scott Greenway, Antoine Deschamps
FX Artist: Elaine Kubik
Level Designer: Arnaldo Licea
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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.
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Material/Texture Artist: Peyton Varney
Lighting Artist: Scott Greenway, Antoine Deschamps
FX Artist: Elaine Kubik
Level Designer: Arnaldo Licea
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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.
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Material/Texture Artist: Peyton Varney
Lighting Artist: Scott Greenway, Antoine Deschamps
FX Artist: Elaine Kubik
Level Designer: Arnaldo Licea
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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.
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Material/Texture Artist: Peyton Varney
Lighting Artist: Scott Greenway, Antoine Deschamps
FX Artist: Elaine Kubik
Level Designer: Arnaldo Licea
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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
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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
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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.
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Material/Texture Artist: Peyton Varney
Lighting Artist: Scott Greenway, Antoine Deschamps
FX Artist: Elaine Kubik
Level Designer: Arnaldo Licea
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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!
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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!
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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!
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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!
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