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The Last of Us : Part 2 | Teknik Analiz | Konsept tasarımlar | Ekran Görüntüleri (4. sayfa)
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Mauricio Sotolongo - Environment Artist
The Last of Us: Part 2 - Haven
I worked as an Environment Artist on the scar island area creating the vistas for the other side of the island. I was in charge of creating the wide levels, mids, and lows. My responsibilities included modelling, composition, shader creation, terrain sculpting, bug fixing, and general optimization.
Lighting Artist: Val Sinlao
FX: Taylor DuVal & Elaine Kubik
Naughty Dog is a very collaborative studio and as such, various assets, textures and materials are sampled from a shared library.
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Mauricio Sotolongo - Environment Artist
The Last of Us: Part 2 - Island Arrival
I worked as an Environment Artist on the scar island arrival area creating the vistas. I was in charge of creating the wide levels, mids, and lows. My responsibilities included modelling, composition, shader creation, bug fixing, and general optimization.
Lighting Artist: Val Sinlao
FX: Taylor DuVal & Elaine Kubik
Main level artists: Charleen Au, James Jenkins, Katherine McGinley
Naughty Dog is a very collaborative studio and as such, various assets, textures and materials are sampled from a shared library.
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Mauricio Sotolongo - Environment Artist
The Last of Us: Part 2 - Aquarium Approach
I worked as an Environment Artist on the flooded Seattle area creating the vistas. I was in charge of creating the wide levels, mids, and lows. My responsibilities included modelling, composition, shader creation, bug fixing, and general optimization.
Lighting Artist: Scott Greenway & Mark Shoaf
FX: Taylor DuVal & Elaine Kubik
Naughty Dog is a very collaborative studio and as such, various assets, textures and materials are sampled from a shared library.
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Mauricio Sotolongo - Environment Artist
The Last of Us: Part 2 - Rooftops
I worked as an Environment Artist on the flooded Seattle area creating the vistas. I was in charge of early creation of the wide levels, mids, and lows. My responsibilities included modelling, composition, shader creation, bug fixing, and general optimization. Artists Jeff Parker and Ryan Burke were in charge of finishing and polishing these scenes.
Lighting Artist: Bethany Lo
Naughty Dog is a very collaborative studio and as such, various assets, textures and materials are sampled from a shared library.
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Mauricio Sotolongo - Environment Artist
The Last of Us: Part 2 - Prologue
I worked as an Environment Artist on the Prologue episode of the game. I was in charge of creating the vista levels with a few other smaller tasks on the main level. My responsibilities included modelling, composition, shader creation, bug fixing, and general optimization.
Environment Artist: Mark Shepard
Vehicles: Matthew Johns
Lighting Artist: Boon Cotter
Naughty Dog is a very collaborative studio and as such, various assets, textures and materials are sampled from a shared library.
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Mauricio Sotolongo - Environment Artist
The Last of Us: Part 2 - Watchtower
I worked as an Environment Artist on Watchtower creating the vista levels. I was in charge of creating the wides, mids, and lows around Watchtower. My responsibilities included modelling, composition, shader creation, bug fixing, and general optimization.
Other Wide Artists involved: Jeff Parker, Mitchel Clayton, Kathy Ray, Ryan Burke
Lighting Artist: Antoine Deschamps
Naughty Dog is a very collaborative studio and as such, various assets, textures and materials are sampled from a shared library.
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Mauricio Sotolongo - Environment Artist
The Last of Us: Part 2 - Coastline
I worked as an Environment Artist on the flooded Seattle area creating the vistas. I was in charge of creating the wide levels, mids, and lows. My responsibilities included modelling, composition, shader creation, bug fixing, and general optimization.
Lighting Artist: Val Sinlao
FX: Taylor DuVal & Elaine Kubik
Naughty Dog is a very collaborative studio and as such, various assets, textures and materials are sampled from a shared library.
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Katelyn Johnson - Environment Texture Artist
Last of Us Part 2 Flooded City Approach
Collection of my work from Last of Us Part: II Flooded City section. Work consisted of texturing, creating shaders, blend work, uv'ing, set dressing and additional modeling work. First essential passes were done by Tiffany Chu and Sam Bean. I took the level to final with additional modeling both from Sam and Josh. Being that games are a large team effort a lot of textures and assets are shared throughout the game made by various artists. Additional thanks to Kaleb Doulding for getting all the wind tech integrated into the storm and Mauricio Sotolongo for the awesome wide work!
Environment Artist: Sam Bean & Josh Corbin
Texture Artist: Katelyn Johnson
Wide Environment Artist: Mauricio Sotolongo
Environment Tech: Kaleb Doulding
Lighting Artist: Scott Greenway & Mark Shoaf
Design: Arnaldo Licea
Foreground: Doug Schieber
VFX: Taylor DuVal & Elaine Kubik
Additional Texture: Tiffany Chu
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Katelyn Johnson - Environment Texture Artist
Last of Us Part 2 Flooded City Arcade
Collection of my work from Last of Us Part: II. Work consisted of texturing, creating shaders, blend work, uv'ing and some additional set dressing/modeling work. Sam and I took this level from alpha to beta while Tiffany was the main texture artist taking it from beta to final from texturing to modeling assisted by Josh Corbin and myself. I assisted mostly with arcade machines and set dressing for final polish. Being that games are a large team effort a lot of textures and assets are shared throughout the game made by various artists. Additional call out to the foreground team for getting the arcade rigs working great!
Texture Artist: Tiffany Chu & Katelyn Johnson
Environment Artist: Sam Bean & Josh Corbin
Lighting Artist: Scott Greenway
Concept Artist: Robby Johnson
Design: Arnaldo Licea
Foreground: Nelian Naicker
VFX: Taylor DuVal & Elaine Kubik
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Katelyn Johnson - Environment Texture Artist
Last of Us Part 2 - Santa Barbra Upper
Collection of my work from Last of Us Part: II. Work consisted of texturing, creating shaders, blend work, uv'ing, set dressing and addtional modeling work. While both Sam and I took this level from block-out to beta I continued on taking it to final working both on textures and some portions of modeling with assisted help by multiple artist listed below. Being that games are a large team effort a lot of textures and assets are shared throughout the game made by various artists.
Environment Artist: Sam Bean
Texture Artist: Katelyn Johnson
Lighting Artist: Boon Cotter
Design: Emilia Schatz
Additional Environment Artist: Josh Corbin, Sharon Bednarek & Mark Sheppard
Additional Texture: Tiffany Chu
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Katelyn Johnson - Environment Texture Artist
Last of Us Part 2 Santa Barbara Mansion Interior - B
Collection of my work from Last of Us Part: II. Work consisted of texturing, creating some materials, creating shaders, blend work, uv'ing, set dressing with additional modeling. While both Sam and I took this level from block-out to beta I continued on taking it to final working both on textures and additional modeling. Tiffany Chu assisted in a polish phase in the end with texture along with multiple environment artist helped listed below. Being that games are a large team effort a lot of textures and assets are shared throughout the game made by various artists.
Environment Artist: Sam Bean
Texture Artist: Katelyn Johnson
Lighting Artist: Boon Cotter
Design: Emilia Schatz
Additional Texture: Tiffany Chu
Additional Environment Artist: Josh Corbin, Sharon Bednarek & Mark Sheppard
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Katelyn Johnson - Environment Texture Artist
Last of Us Part 2 Santa Barbara Mansion Interior
Collection of my work from Last of Us Part: II. Work consisted of texturing, creating some materials, creating shaders, all blend work, uv'ing, set dressing with additional modeling. While both Sam and I took this level from block-out to beta I continued on taking it to final working both on textures and additional modeling. Tiffany Chu assisted in a polish phase in the end with texture and set dressing along with multiple environment artist helped listed below. Being that games are a large team effort a lot of textures and assets are shared throughout the game made by various artists.
Environment Artist: Sam Bean
Texture Artist: Katelyn Johnson
Lighting Artist: Boon Cotter
Design: Emilia Schatz
Additional Texture: Tiffany Chu
Additional Environment Artist: Josh Corbin, Sharon Bednarek & Mark Sheppard
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Katelyn Johnson - Environment Texture Artist
Last of Us Part 2 Santa Barbara Mansion
Collection of my work from Last of Us Part: II Santa Barbra section. Work consisted of texturing, creating some materials, creating shaders, blend work, uv'ing and large portions of set dressing with additional modeling work. Created various versions of Spanish tiles in Substance Designer. While both Sam and I took this level to block-out to beta I continued on taking it to final working both on textures and additional modeling. Tiffany Chu assisted in a polish phase in the end with texture along with multiple environment artist helped listed below. Being that games are a large team effort a lot of textures and assets are shared throughout the game made by various artists.
Environment Artist: Sam Bean
Texture Artist: Katelyn Johnson
Lighting Artist: Boon Cotter
Design: Emilia Schatz
Additional Texture: Tiffany Chu
Additional Environment Artist: Josh Corbin, Sharon Bednarek & Mark Sheppard
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Charlie Foreman - Material Artis
The Last of Us Part II - Santa Barbara - Resort
This is the very first level I worked on what I joined Naughty Dog, and also the first I ever worked on in the Game Industry, so it holds a small place in my heart. I spent my first bit of time Lookdeving a majority of the poolside resort area, helping get the initial look down and picking early material and texture palettes. Huge shoutout to Mike Yadao for being an amazing partner and Sean Vangorder for taking this over the finish line.
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Responsible for Lookdev Shader Work pre Alpha –Charlie Foreman
All Texture/Shader work after Lookdev –Sean Vangorder
Modeling –Mike Yadao
Design –Emilia Schatz
Lighting –Boon Cotter
FX –Quinn Kazamaki and Mary Jane Whiting
The Last of Us Part II - Flooded City - Scar Building
I worked on supporting texturing work for this SCAR occupied building that lead to the Arcade section in the Flooded City section. A short but concentrated section made this a fun experience. Liz Reddington did some fantastic texturing work on this area smiling_face
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Responsible for Shader/Texture work on this building interior/exterior during Beta/Gold–Charlie Foreman
All other Shader Work–Liz Reddington
Modeling –Johnathan Ruland and Johnny Chen
Lighting –Bethany Lo and Scott Greenaway
FX –Elaine Kubik
Design –Arnaldo Licea
Graphics –Hailey Del Rio
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Charlie Foreman - Material Artist
The Last of Us Part II - Save Lev - Sniper
This Level changed hands a lot but I kept coming back to it to do a lot of fixes. I was mainly responsible for a lot of the blending on the beginning of the section, parking lot, and texturing the restaurant smiling_face Special thanks to Richard Piper for his guidance on this n_n
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Responsible for Shader/Texture Work and blends, bugfixing at assorted points on Beta, Gold, and Lock –Charlie Foreman
All other Shader Work –Michelangelo Cellini, Richard Piper, Ali Ghadimi
Modeling –Sharon Bednarek and Takehiro Hattori
FX –Mary Jane Whiting
Lighting –Val Sinlao
Design –Morgan Wilson
Graphics –Hailey Del Rio
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Charlie Foreman - Material Artist
The Last of Us Part II - Medicine - Rapids
This was the second level I worked on while at Naughty Dog, and the one I worked on for the longest amount of time. I took this about 85% of the way under the amazing guidance of Mike Yadao, who provided some absolutely incredible direction for getting this space up and running before I passed it off to Sean Vangorder who wrapped it up amazingly. I hope you guys enjoy!
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Responsible for Shader/texture work on Blockout, Alpha, and Beta –Charlie Foreman
Gold and Lock Shader/Textures -Sean Vangorder
Modeling - Mike Yadao
Lighting by Bethany Lo
FX -Quinn Kazamaki, Emily Overfelt, Joy Liberatore
Design Layout -Michael Barclay
Design Scripting - jack Reynolds and Jeff Wright
Graphics -Hailey Del Rio
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Charlie Foreman - Material Artist
The Last of Us Part II - Saving Kids - The Escape
This was the biggest area I worked on during my time at Naughty Dog. Getting to work on the scene from the PSG trailer onward was pretty incredible after having seen it with my very own eyes on my laptop years prior. This was a great experience and an awesome experience with learning about art direction. Learn from everything you do smiley This area turned out to be my favorite. Enjoy!
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Responsible for Shader/Texture Work and blends, from Gold to Lock–Charlie Foreman
Shader Work from Blockout, Alpha, Beta, Final 2 weeks –Khanh Nyugen
Modeling –Tom Nemeth and Sharon Bednarek
Lighting –Boon Cotter
Design –Asher Einhorn and Richard Cambier
FX –Taylor Duval
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Liz Reddington - 3D Environment Artist
TLOU2: Flooded Seattle Interior Ruins
I created and/or assembled all materials and textures, painted all blends, and contributed set dressing and architectural details.
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Environment Modeling: Jonathon Ruland, Jonny Chen
Design: Arnaldo Licea, Bryan Collinsworth
Lighting: Scott Greenway
FX: Elaine Kubik
Shader Tech Art: Steven Tang
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