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The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri (11. sayfa)
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Mesaj
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Reuben Shah - Environment Artist @ NaughtyDog
The Last of Us Part II - Farmhouse
Farmhouse - Environment Art & Design
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The unique living space for Dina and Ellie. Outside of town, in a peaceful serene area, that adorned a vista that could be stared at for hours. Working on the farm had its own challenges, the lives of the girls after the first 3 acts of this game were to be told. They found some peace, an everyday sense of being. Worked closely with John Sweeney and the Story team to nail down the overall look and feel. Our inspiration came from a piece called Christina's World by Andrew Wyeth. I had the pleasure of blocking this space out with the design team.
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Shader & Additional Modeling - Tiffany Nguyen & Joakim Stiggson
Lighting - Danny Braet & Mark Shoaf
FX - Kirsten England
Technical Art - Kaleb Goulding & Steven Tang
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Reuben Shah - Environment Artist @ NaughtyDog
The Last of Us Part II - Farmhouse Variants
Farmhouse Various Time of Day - Environment Art & Design
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We visit the farm at 4 stages of of the story progression. Each one had it's own narrative goal. From cinematics to gameplay, we had to keep it different yet feel the same.
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Shader & Additional Modeling - Tiffany Nguyen & Joakim Stiggson
Lighting - Danny Braet, Mark Shoaf & Mari Kuwayama
FX - Kirsten England
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Reuben Shah - Environment Artist @ NaughtyDog
The Last of Us Part II - Guitar Store
The Guitar Store - Seattle Hub - Environment Art
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An abandoned music store hidden in the vast downtown of Seattle. An optional journey that ends in a beautiful moment between, just as beautiful, characters. A Pearl Jam poster appears in this cinematic space, initially deemed a joke, that turned into a real request that was implemented near the very end of production.
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Shader & Additional Modeling - Chad Russ & Todd Foster
Lighting - Antoine Deschamps
FX - ND FX Team
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Reuben Shah - Environment Artist @ NaughtyDog
The Last of Us Part II - Prologue
Prologue - Environment Art
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The start of the story, intertwined with retelling of the end of the last game. Worked with design and concept to get the feeling and timing right, this was also the first time we were rolling credits during game play. The level essentially became larger as we progressed with the rest of the game. Redefining the look of Jackson and the feeling of an older town that grew anew with lives that felt some what safe. This was a full team effort and came together really quickly and dealt with changes almost in real time.
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Shader & Additional Modeling - Tiffany Nguyen, Jon Schmidt, Jose Vega, Julian Elwood
Lighting - Boon Cotter
FX - Elaine Kubiak
Technical Art - Kaleb Goulding[simage]https://cdnb.artstation.com/p/assets/images/images/028/007/593/large/reuben-shah-reubenshah-t2-prologue-010.jpg [/simage]
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Brian Beppu - Environment Artist at Naughty Dog
The Last of Us Part II - Forward Base
"The Forward Base"
This collection includes the exteriors of the Forward Base location in The Last of Us Part II.
We took over this level near the end of production. I was responsible for finalizing the overall materials and textures, uv's and blending, and set dressing for the base area and apartment building exteriors.
Environment Modeling by Sarah Swenson
< Bu mesaj bu kişi tarafından değiştirildi A r c h A n g e L. -- 8 Temmuz 2020; 17:6:25 >
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Jonathan T Schmidt - Environment Texture/Shader Artist @ Naughty Dog
The Last of Us Part II - Serevena Hotel - Interior
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Modeling - Jose Vega
Texturing - Jonathan T. Schmidt (me)
Lighting - Antoine Deschamps
Lighting (Cinematic) - Mari Kuwayama
Design - Michael Barclay
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As with all of the levels, this work would not be possible without the contributions of our FX, Foreground, and Tech Art teams.
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Edgar Martinez - Environment Modeler/Layout Artist at Naughty Dog
"The Last of Us: Part 2"- Med - Quarantine
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Jonathan Gregoire.
Prop Artist: NeilanNaicker.
Additional set dressing and Texture: Matthew Trevelyan Johns
< Bu mesaj bu kişi tarafından değiştirildi A r c h A n g e L. -- 9 Temmuz 2020; 9:25:30 >
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Edgar Martinez - Environment Modeler/Layout Artist at Naughty Dog
"The Last of Us: Part 2"- Med - Garage
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Jonathan Gregoire.
Prop Artist: NeilanNaicker.
Texture: Matthew Trevelyan Johns
"The Last of Us: Part 2"- Med - Find Power
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Jonathan Gregoire.
Prop Artist: NeilanNaicker.
Texture: Matthew Trevelyan Johns
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Edgar Martinez - Environment Modeler/Layout Artist at Naughty Dog
"The Last of Us: Part 2"- Med - Morgue
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Jonathan Gregoire.
Prop Artist: NeilanNaicker.
Texture: Matthew Trevelyan Johns
"The Last of Us: Part 2"- Med - Fleet Jail
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, layout, set dressing, collision.
Designer: Daniel Harrison.
Prop Artist: Neilan Naicker
Texture: Matthew Trevelyan Johns
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Edgar Martinez - Environment Modeler/Layout Artist at Naughty Dog
"The Last of Us: Part 2"- Side Lobby
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Richard Cambier.
Prop Artist: Michael Fadollone.
Texture: Matthew Trevelyan Johns
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Edgar Martinez - Environment Modeler/Layout Artist at Naughty Dog
"The Last of Us: Part 2"- Med - Street
This area in the game require a big collaboration from every dept. Design, Animation, Props Team, FX.
I was responsible for modeling the environment, the interpretation of design block out, layout, set dressing, collision .
Designer: Daniel Harrison.
Prop artist: Neilan Naicker
Texture: Matthew Trevelyan Johns
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Edgar Martinez - Environment Modeler/Layout Artist at Naughty Dog
"The Last of Us: Part 2"- Combat Basement
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Richard Cambier.
Prop Artist: Michael Fadollone.
Texture: Matthew Trevelyan Johns
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Edgar Martinez - Environment Modeler/Layout Artist at Naughty Dog
"The Last of Us: Part 2"- Med - Decend
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Daniel Harrison.
Prop Artist: Jonathan Gregoire
Texture: Matthew Trevelyan Johns
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Edgar Martinez - Environment Modeler/Layout Artist at Naughty Dog
The Last of Us: Part 2"- Chase
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Richard Cambier.
Prop Artist: Michael Fadollone.
Texture: Matthew Trevelyan Johns
Lighting: Scott Greenway
Naughty Dog production is a team effort and required multiple departments to design and created all areas.
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Edgar Martinez - Environment Modeler/Layout Artist at Naughty Dog
"The Last of Us: Part 2"- Nora End
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Richard Cambier.
Prop Artist: Michael Fadollone.
Texture: Matthew Trevelyan Johns
Lighting: Scott Greenway
Naughty Dog production is a team effort and required multiple departments to design and created all areas.
"The Last of Us: Part 2"- Traverse Hallway
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Richard Cambier.
Prop Artist: Michael Fadollone.
Texture: Matthew Trevelyan Johns
Lighting: Scott Greenway
Naughty Dog production is a team effort and required multiple departments to design and created all areas.
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Edgar Martinez - Environment Modeler/Layout Artist at Naughty Dog
"The Last of Us: Part 2"- Maintenance Room
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Arnaldo Licea.
Prop Artist: Michael Fadollone.
Texture: Matthew Trevelyan Johns
Lighting: Scott Greenway
Naughty Dog production is a team effort and required multiple departments to design and created all areas.
"The Last of Us: Part 2"- Main Lobby
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Richard Cambier.
Prop Artist: Michael Fadollone.
Texture: Matthew Trevelyan Johns
Lighting: Scott Greenway
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Edgar Martinez - Environment Modeler/Layout Artist at Naughty Dog
"The Last of Us: Part 2"- Med - Ratking Combat
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Jonathan Gregoire.
Prop Artist: NeilanNaicker.
Texture: Matthew Trevelyan Johns
Lighting: Bethany Lo
FX: Quinn Kazamaki
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Edgar Martinez - Environment Modeler/Layout Artist at Naughty Dog
"The Last of Us: Part 2"- Combat Street
I was responsible for architectural concept design, modeling the environment, the interpretation of design blockout, set dressing, collision.
Designer: Richard Cambier.
Prop Artist: Michael Fadollone.
Vehicles and Textures: Matthew Trevelyan Johns
Lighting: Scott Greenway
Naughty Dog production is a team effort and required multiple departments to design and created all areas.
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