This gallery is a breakdown of the Brick and Concrete generator 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 Concrete 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!
Here I am quickly Vertex painting my wall in Maya. We have 6 color channels. RGB1 and RGB2. Between those color set we can easily paint on moss, damage, efflorescence, mold, etc.
You may also notice that I use transfer attributes on the brick caps
Now let's checkout the concrete work I did for Tommy's Dam!
Here is a video of me blending and integrating the concrete of the sluice gate. Blending damage, grout lines, algae, cracks and efflorescence.
Here is a video showcasing the Dam itself as well as the dam building.
This is a quick video showcasing the blend work on the dam. I reference a lot of real-world examples to get an accurate look for grunge/grime.
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.