This gallery is a breakdown of the Erosion work I did for The Last of Us: Part 1. I go in-depth over my workflow to generate my Substance graphs for the work on this page. At the very bottom, I attached @Jonathan Benaninous and I's GDC talk, which goes a little more in-depth. But the second erosion breakdown is a new subject matter I haven't posted before!
For the level, Alongside my modeler, Anthony Vaccaro we took this level from start to finish. The work I did consisted of texturing, sculpting quite a few rocks, creating shaders, all blend work and application of the shaders, uv’ing, And additional modeling work. 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: Anthony Vaccaro
-Environment Texture: Jared Sobotta
-Wides: Leonard Williams
-Level Lighting artist: Val Sinlao
-Cinematic Lighting: Jeffrey Lee, Haley Jones, Quentin Frost
-FX: Taylor Duval
-Scripting: Phong Trinh, Andrew Frost
-A very special thanks to our awesome foreground team for all the bumpables, destruction, and much more!
-A big thanks to tech art and programming for their imperative work wrangling us artists in, and keeping things running so smoothly. We couldn't ship these types of games without your dedication and knowledge.
-QA: Richard Cottrell
-Visibility: Ashleigh Dale
-Production: Mariah Morris, Zach Gonzalez
-Graphics: Hailey Del Rio and our entire graphics team
-Our fantastic outsource team as well as all of our vendors!
Using the Rocks above I start by laying out the Largest rocks on my canvas to setup my tiling sculpt. Always working from Largest to smallest I start layering in Rocks, and sculpting the plane with "WrapMode" on. Constantly check in 2.5D for tiling.
And here you have the outcome being blended on our Eroded Embankment. I start with a base dirt and blend in the Eroded embankment. I also have Moss, gravel, and some other layers to bring this together. The moss really unifies this all together!
In Maya, I start with Erosion-A as my base layer, and start painting in Erosion-B. Once I have Erosion-B painted I use Displacement to generate the new mesh. Then I can go in and paint in dirt/mud/debris and finally Moss to unify it all together.
And Finally here is the GDC talk @Jonathan Benainous and I did for the game! Check it out here for more about the content above.