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The Last of Us - Hazmat

I had the privilege to work on one of my favorite games, The last of Us! During my time on the project, I was responsible for working on a variety of character looks. Many of the NPC factions and monsters were pulled from an asset library built by Naughty Dog, Visual Arts, and OS Vendors. We then characterized the textures, models, and shaders of these assets to match the look of the concept.
Additional support on the project by Darcy Korch who was my lead and provided invaluable feedback during my contribution of creating characters. He was always there for the team and helped get us to the finish line. Keegan Edwards coded an art database tool that really helped move our character production along, which in turn enabled us to easily manage & pump out characters. Ashley Swidowski's art direction and designs inspired & motivated the character appearances. Heads were mostly generated by ND & VA Face Team as digital doubles; We then characterized through geo, texture, & shader variants. Arms/hands & beard were originally done by Naughty Dog. We then used those bases to generate new assets, once again, through geo/texture/shader variants. Hair pieces are by OS and/or ND; We then created variations mostly in geo/shader to fit each character look.

Clothing scans and wearable assets were done by the teams at Visual Arts and Naughty Dog. My job was modeling of the tank system, scan cleanup of the hazmat suit, and characterization of the models and textures.

The Last of Us - Hazmat Model and Texturing

The Last of Us - Hazmat Model and Texturing