This gallery is a breakdown of the River rock 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. I also included some new content not part of the talk!
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!
Here is a quick video of one of the river Shorelines. Using 2 tileable textures and some geometry prototypes I was able to get a nice outcome.
In this video, I show how I quickly turn a zsphere into a river rock. Brushes: Move, Crumple with RGB off, and Trim Dynamic. I use Crumple/Trim Dynamic for organic shaping and softness. Then I use Noise to get some surface detail, and voila!
Next is the layout phase in Zbrush. I'm using the traditional deformation tab + offset to move these around. We also have our own tools at Naughty Dog to help with layout.
Here is a video showing the creation of my Atlas in Zbrush. I'm just using an insert brush with my sculpts to create a Nanomesh brush. This video is sped up quite a bit, but hopefully it makes sense! Make sure none of your rocks are overlapping!
The base layer is the small river rock, when I blend the large river rock it looks like I'm raising the stones up between the smaller variation for a more realistic look. Dirt, mud, moss, and wetness are also present in this video as well as some parallax
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.