I totally love the art direction that Last of Us have so I needed to start making similar stuff. I´m going to make a simple scene with a few props and a vehicle on top of the asphalt surface. So far it took about a month or so to achive these results. I have time only on weekends so that´s why it´s taking so long
I collected a lot of reference stuff from internet, taking photos, listening music etc... Usually I just start modeling without any thinking of what I´m going to do but this time I´m not going to make that mistake.
My weapons of choice are 3ds max for modeling, ZBrush for sculpting, Photoshop for texturing, UDK for rendering.
So here is the scene so far:
Here are a couple of my latest models:
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Another important element of scenes in Last of Us is the vegetation that overgrows everything that people used in the past. Even one of your reference images shows it exemplary. Again, while talking about small details I love your models and look forward to see your work continued.
I like how Naughty Dog did all the little details like the flashlight color bleeding effect or all the little details on their characters. You are right that the vegetation is spreading very quickly when there is no one to cut that. Good example of this is Pripyat in Chernobyl where the trees are slowly destroing the buildings and the whole town is going to be a huge forest. My next step is to create vegetation in that scene but first I need to study how it will grow on different surfaces. I´m also going to pay attention to details more and I think that is the most interesting part of this. I have to imagine things when they were new and how they will slowly decay into rust.
It's nice, and i love that game!
I just have one comment though : Textures seems a little bit too noisy to me. All the grunge texture are too regular and out of scale, and it seems to be no real logic I think.
this is noticeable on the car, which looks washed out with an aquarelle effect, and not rusty and old.
And the jerrican is too big, maybe. ^^
Here is a fast render from ZBrush of the hi-poly models that were used for baking textures.
The blue newspaper dispenser is heading in the right direction texturing wise. The car material really stands out as needing some more work.
Here is the latest:
I'd agree with the general consensus too that the textures let the models down a bit, they are all super washed out apart the the Old Post model. Looks like they just need a lot more saturation and solid colour in places. Perhaps its the lack of dark shadows/shading across major areas?
I re-worked some of the textures to fit better in PBR. It took so long time in Unreal to just create materials and test different things but in Marmoset you have almost instant results that look good. PBR enables much easier material defenitions like metal, sand etc... IBL is also so awesome and switching from one sky to another makes different lighting setups fast and scene looks good in all of them thanks to physical based rendering.
of place in this diorama/scene. Also I would revisit that car texture and material.. the dirt feels
bit too monotonic and brushed that those other props don't have.
But good work!