The Last of Us Art dump / Rogelio Olguin

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greentooth
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rogelio greentooth
Hi,

This is some work from The Last of Us. I worked mainly as a Shader/Texture Artist, but also did my fair share of modeling in some areas. I worked with several people directly such as Adrian Castro, Heather Cerlan, David Ballard, and David Baldwin. I was hired at Naughty Dog what seems like yesterday (10 months or so ago) entered into crunch. It has been a great experience working with such a talented team. I have had the pleasure of working with two great teams ND and Crystal Dynamics (Tomb Raider) in the year 2013. Hope you all enjoy.

This is one of the level sections assigned early on when I entered Naughty Dog. I was responsible for Modeling, shader/textures, and general direction of the area. This is a small exploration space in the game. Some stuff was outsourced, but was heavily tweaked later on.
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These are some of the main prototype rocks for this area.
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Will post more just got image post constrained...

Replies

  • rogelio
  • aajohnny
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    aajohnny polycounter lvl 9
    I've been waiting for this! Awesome work from you and the rest at Naughty Dog. Congrats, I've been playing the multiplayer non-stop since I beat the singleplayer which was incredible.
  • Eric Chadwick
    Simply amazing looking game. Wonderful work! So glad you posted wires, they tell so much.

    Can you talk some about the shader setup you guys used for terrain and props? Like, how you're blending between your textures.
  • Synyster
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    Synyster polycounter lvl 6
    I fucking loved the environments for the last of us! These are amazing man. Truly an inspiration.
  • m4dcow
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    m4dcow interpolator
    Woohoo, cool stuff man, been waiting for the environment dump of this.
  • elGuapo
    Now that's bring'n sexy back. Looks great.
  • rogelio
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    rogelio greentooth
    Damn you guys are fast! I was going to try to post under the second post. Thanks all :)

    Ill answer some questions in a bit...

    Did general polish and clean up on shader and textures here to give the area a more united look. Was put on these for like 2-3 days. Last min fixes. These hallways represent very little work on my part but I had fun doing these sections ah last min weekend work :)
    t_shot_19.jpg
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    These were the first levels I worked on when hired than I was moved to single player levels, almost towards the end I came back for around 2-3 weeks on Multiplayer to help them on some general look dev polish. I helped out with Modeling, Shaders, Textures, and towards the end bugs. David Ballard and Heather Cerlan were the main artists on Multiplayer.
    t_shot_48.jpg
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    Next dump will mostly be some textures and zbrush stuff.
  • rollin
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    rollin greentooth
    really really cool!
    And thx for posting dev shots too!
  • BI0PREDAT0R
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    BI0PREDAT0R polycounter lvl 5
    Man sweet stuff just makes me wanna go and start making a scene and good job on the game sooo good :P naughty dog knows how to make them !!
  • cmtanko
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    cmtanko polycounter lvl 7
    Ohh God ! I wanna make one of those ... Great work as usual.
    1. question:
    looking at the wireframe of the outdoor shot, Do you guys use static mesh for the terrain ? No Engine landscape/terrain like in UDK ? Any specific reason for that ?
  • Add3r
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    Add3r polycounter lvl 7
  • Kyuzo
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    Kyuzo polycounter lvl 8
    I highly recommend people to play this game

    god damn, port it on PC.. and i will never buy PS3 to play one single game.. that's cruel

    ps: didnt looked at pictures, maybe in some day..
  • Laughing_Bun
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    Laughing_Bun polycounter lvl 13
    Awesome work dude! On the boat scene how did you handle those water striations in the sand? was that just a seamless texture blended into the other textures or is there some other trickery going on?
  • tadpole3159
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    tadpole3159 polycounter lvl 10
    I've been on a naughty dog binge on the run up to the last of us. I love everything you guys touch!
  • Fenyce
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    Fenyce polycounter lvl 6
    I loved this game! It's the best game I've played since a while!
    The characters are charming and are really showing some depth, and the enviroments are just STUNNING!
    So after finishing it, my sis and I speculated of possibilities for a second game, ha ha ha! =D
  • lukepham101
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    lukepham101 polycounter lvl 7
    Thanks so much for posting this! I've always been a massive Naughty Dog fan and practically get so awed by the art you guys do that I just stare at a rock or brick in game for a good while, so much that my friends tell me to hurry up and play the game already. Last of Us was fantastic, keep up the good work! :)
  • ZacD
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    ZacD interpolator
    Awesome, easily one of the best looking games of this generation. The assets by themselves are not anything crazy, but the overall design and art direction are amazing.
  • PogoP
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    PogoP polycounter lvl 9
    Looks really great! Some horrible shading on that fire engine though ;)
  • Jon Mills
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    Jon Mills polycounter lvl 6
    beautiful work.. awesome environments in this game, great job!
  • salacious_Crumb
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    salacious_Crumb polycounter lvl 7
    amazing stuff. really inspiring.

    How did you create the terrain? Did you use World Machine or anything like that, or just model it in 3d software?
  • Brygelsmack
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    Brygelsmack polycounter lvl 7
    Awesome work! Absolutely loved the game. Also got inspired to make a post-apocalyptic environment... :D
  • breakneck
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    breakneck polycounter lvl 12
  • polygoo
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    polygoo polycounter lvl 12
    amazing stuff, loved the game great job guys
  • skylebones
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    skylebones polycounter lvl 10
    Love the mesh shots of the environments.
  • retleks
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    retleks polycounter lvl 11
  • Ranko
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    Ranko polycounter lvl 4
    amazing work, congrats to everyone at Naughty Dog.. been enjoying the game tremendously.
  • Iciban
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    Iciban polycounter lvl 8
    Great work! have to say this game is amazing in every way. Haven't played a game where I would play again right after I beat it. Total masterpiece!
  • ErichWK
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    ErichWK polycounter lvl 10
    I gotta ask..for that boat on the beach scene...how many blends are you using?? Cause that mud + grass + everything else is out of this world
  • Boyo
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    Boyo polycounter lvl 8
    Amazing!

    The ground in the beach scene is so beautiful, full of details, how did you managed this?

    Please please share your textures!!
  • rockstar6
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    rockstar6 polycounter lvl 10
    Wow, this is really impressive stuff! Can't wait to see some texture sheets :)
  • spetch
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    spetch polycounter lvl 11
    Thanks alot for posting this stuff. Awesome job!
  • jsargent
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    jsargent polycounter lvl 5
    This is great, I'm really enjoying the game at the moment and its scary!! The art is awesome, so detailed too and great storytelling throughout all of the art. Really lovely stuff! :)
  • Jeff Parrott
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    Jeff Parrott polycounter lvl 15
    DAAANG! Awesome work. Really loving the game so far. I looked at a few meshes but waiting till I finish it up.
  • shinobix
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    shinobix polycounter lvl 12
    AWESOME work. This game is quickly becoming one of my favorite games ever played!! I'm not done yet, but I can't wait to playthrough again with New Game +

    Stellar Work! You should be VERY proud!!!
  • lotet
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    lotet quad damage
    amazing, love the art dump, been waiting for some The last of us stuff.

    and ye the game is amazing :)
  • TactMasterZero
    I also believe this to be amazingly awesome, as well! :)
  • [HP]
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    [HP] polycounter lvl 12
    This is godly! I remember those scenes very fondly from the game. Crunch or not, you guys must have had a blast working on this game!
  • nathanbarrett
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    nathanbarrett polycounter lvl 6
  • killnpc
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    killnpc polycounter lvl 6
    Awesome work! Thanks for sharing!
  • carlobarley
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    carlobarley polycounter lvl 5
  • JFletcher
    Awesome stuff, I've yet to play it but from what I've seen everything looks great. :)

    I don't wanna be "that guy" but those are some nasty smoothing errors on that fire-truck. :/ I'm just a bit curious what happened there.

    Overall though, great job, to you and everyone at ND. :)
  • [HP]
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    [HP] polycounter lvl 12
    JFletcher wrote: »
    I don't wanna be "that guy" but those are some nasty smoothing errors on that fire-truck. :/

    I noticed that too on that screenshot, but from what I recall from the game, you never get to see that side of the truck, it looks like quickly optimized geometry that the artist who worked on it knew you were never gonna see in the game.
  • rogelio
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    rogelio greentooth
    All thanks so much. The ND team is insane I am a new guy here, It has been one hell of experience I pretty much came into the moment to help out so that was my main mission come in and help as much as possible. The team is really proud and have and are taking a well deserved vacation :)

    Thanks all for the comments.
    Eric Chadwick, cmtanko, Laughing_Bun, salacious_Crumb, ErichWK, Boyo

    The above posters commented about the sand and terrain work I hope I can answer them at one go.

    Terrain was hand sculpted or poly modeled. We do not have a terrain editor like udk or cryengine. All of our terrain is hand sculpted, and in this case I do not think a terrain editor like UDK or cryengine would get the look we were going for. This area had around 5 different revisions on the art look because we really wanted to hone into the look some revisions being drastic some others being smaller.

    The rock formations are zbrushed with large to medium form detail than use a second uvset for tiled textures ontop blended to create cracks or smooth areas. This is presented pretty much the same in the udk sample level with the rock formation it is pretty much the same idea.

    The terrain has several blended materials each blend goes into two main material types than a decal so for example

    -sand to rock (decal broken wood pine bits) Large normal macro map
    -sand to bank sand (same decal as above) Large normal macro map
    -etc

    Materials are placed on sections of where I want those blends and than vertex blend them in. Nothing fancy really just basic blending.

    One thing I hold true is that one texture will not make things look awesome. Imo well balanced shaders will. I think we are starting to move away from this one texture looks sick. Like the below textures are kind of boring alone but together it looks sweet. I really do not think anything we did in ND is "special" it just well balanced from good forms and composition (Modeling) to materials treatments (texturing)

    Below is an explanation of it of the sand blends.

    macro map was done in photoshop mostly I made a couple of random white strokes and black strokes than grabbed the smudge tool and bingo done in like 10 mins or so. Oh one piece of advice the longest route is not the best one. Some people would say sculpt that. I guess I am slightly old school if you can make a good bump map you can make a good normal ;)

    matblends.jpg?w=1200

    JFletcher: Outsourcing... Should have tried to fix it though but yeah it was not really seen. Plenty of stuff I wanted to fix before some of these levels were torn out of my hands :D


    Again thanks all for the comments :)
  • rogelio
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    rogelio greentooth
    Last dump for this Zbrush and textures :)

    zbrush-temp3.jpg

    zbrush-temp2.jpg

    ndo-temp2.jpg

    texture-temp.jpg
  • leleuxart
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    leleuxart polycounter lvl 7
    Wow! Thanks for those breakdowns. I really want to go back to the level and look around some more.

    I have some questions though...

    The second UV set for the other textures, ND's engine is more similar to Maya than it is to UDK/CryEngine, right? How would I access the second UV set in UDK or CryEngine, if you know? Or is that just a way you guys blend?

    Do you use any specific ZBrush brushes or is the standard Clay/Trim? Also, care to share the matcap you used for the Zbrush texture models(not the spheres, the original texture sculpt)

    Thanks again for the post. Look forward to seeing more! And finishing the game :)
  • divi
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    divi polycounter lvl 9
    congratulations! awesome game and great work :D was wondering about the sand thing as well, totally makes sense now.

    @leleuxart - plug a texture coordinate node into the coordinates of the texture and then theres the coordinate index thingie. it should be noted that while the UVs start the be numbered at 1 in most 3d packages most engine start at 0. so 0 in udk corresponds to 1 in max. the second uv channel in udk is by default reserved for the lightmap UVs. can be changed, but it's probably easier to just use the third :D
    can't do that in the cryengine though, there's no access to anything beyond the first UV channel
  • Boyo
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    Boyo polycounter lvl 8
    OK!! Nice and simple, but smart and efficient. I like that! :)

    Thanks for all the answears and sharing, you rocks :)
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 14
    Thanks for sharing the pics and breakdowns. Very fantastic work. I just beat the game a few minutes ago, actually :)

    If you're able to say, what res did you end up having to cut your textures down to for the platform?
  • Fenyce
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    Fenyce polycounter lvl 6
    I really need to find out how to do a tileable sculpt... like that rocksurfacestuff flats...

    Everything looks damn awesome! So sweet. Love it.
  • rogelio
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    rogelio greentooth
    Joshua Stubbles

    All textures are set to 512x512 or less Texture streaming works better at this size. Some rare cases I made some 1024x1024.

    Fenyce

    Actually these sculpts are not completely 100% tile-able right from the get go. I have to tile them in photoshop still.

    leleuxart

    Boyo answered the udk question :) As for sculpting these I used basic brushes clay tube, Trim dynamic, Flatten, Standard, and others... but yeah pretty basic nothing too fancy. And the mat cap is just the standard mat caps. I tend to keep my programs stock and clean from extra plugins unless it starts to become a standard used thing. This helps for two reasons new plugins tend to make programs unstable and if I move to another company and that company does not have the fancy stuff well I know the main program. I tend to do this with most programs keep them stock. Many people add new plugins or scripts that is fine but I have seen very few scripts that actually improve my work follow significantly for it to be justified to be installed etc, again if starts to become a standard tool that is a different.
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