Here's my contributions to Uncharted 4's environments. My role was modeling & scene assembly for a variety of locations but my main area of focus was Scotland designed by Emilia Schatz. I helped develop the look for various areas there & took the hillside/forest to completion with the talented texture artist, Melissa Altobello & amazing lighter, Scott Greenway. We share tons of assets, especially props, rocks & foliage. For most of the foliage, we have a core team of Artem Brizitskiy, Jonny Chen, & Andrew Maximov for creating and maintaining the library which helped all us a ton during production. It's an honor to work with so many talented artists & designers who all push the limits of game play and visual excellence. A big part of achieving this is because of our strong, and experienced environment art leadership including Teagan Morrison, Tate Mosesian, Andrew Maximov, Waylon Brinck, Christian Nakata, Robh Ruppel & Erick Pangilinan.
Gnomon School of Visual Effects is hosting an evening with Naughty Dog on Thursday, January 19th, at 7:30 pm PST that will take place in Los Angeles at Gnomon Campus in Hollywood. The free event will take an in-depth look at how the talented modelers and texture artists at the award-winning studio collaborate to create the […]
Hi everyone, I've recently started a new environment and intend to post my progress to polycount as often as possible.
Uncharted 4 - Jungle by Eytan Zana on ArtStation.
I was happy to be part of the team that helped bring this new driving gameplay area to life. I was responsible for modeling some of the boulders and cliffs, two of the towers, and the several large chunks of terrain. The rest of the props / plants were laid out by me using slightly modified versions from other locations in the game. Overall modeling for the jeep level was a collaboration between myself and Anthony Vaccaro. Shader / Texture work was done by Heather Cerlan, and Genesis Prado. Since this was our first large "open" level, we had no tools for terrain and ground clutter, so every chunk of grass and rock was placed by hand. This new gameplay also was a challenge to set up as the environment that looked natural but work for both the player and the jeep.
I worked on this cave descent area and Avery's Ship called the "Fancy" where the boss fight with Rafe takes place. There are also a few shots of early development of the Fancy. The main modeler I worked with was David Baldwin, additional cave modeling was done by Henry Cheng.
I had the chance to be part of the amazing environment team here at Naughty Dog. In collaboration with my talented coworkers I was responsible for modeling and set dressing. Various props were done by colleagues or outsourcing. I especially like to mention Ana Cho, Chad Russ and Richard Piper for the amazing texture work on my levels.
I created Materials, textures and shaders for this area, some of the plants are created by various artists. I also created some of the sharp rock models.
Made the Vintage Sony Jackal 300 that is a huge portable TV / Radio / Cassette player. Was quite a challenge with the number of materials used in Substance, and the amount of details needed, however, was a great learn. Also, I want to thank the community of the DiNusty for giving me feedback, and especially Ole Midthun that helped me import custom fonts into substance painter, you can check out his awesome profile here: https://www.artstation.com/olemidthun
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Aaron Limonick
This gallery presents some of my work on Uncharted 4: A Thiefs End. As an Environment Artist I was in charge of the modeling and world building in the scene as well as minor texture work. I worked alongside our concept artists to come up with the look for this area. I collaborated with a designer and a texture artist to take this level from design blockmesh to finished product. Environment artist: Andres Rodriguez Foliage: Artem Brizitskiy/Jonny Chen Texture artist: Brad Smith / Ana Cho Lighting artist: Mark Shoaf Design: Junki Saita Concept: Nick Schumaker / Aaron Limonick (Various others)
wonder: colussos of rohode island by Te Hu on ArtStation.
Early exploration for the use of red lichen in the New Devon level.
Some Texture work. Mostly Modeling and world placement alongside texture artist Rogelio Olguin and modeler Zachary Oliver, lighting Scott Greenway. And the rest of the extremely talented art team at Naughty Dog. Updates/Feedback: www.facebook.com/purepolygons
For this level chunk I was responsible for all the tiling base materials, shader creation, material blending, high poly sculpting, and map baking. Modeling and layout by Simon Craghead. Lighting by Mark Shoaf.
I created materials, textures and shaders for this area, I also helped to direct outsourced elements like the statues, pillars and walls.
This gallery presents some of my work on Uncharted 4: A Thiefs End. As an Environment Artist I was in charge of the modeling and world building in the scene as well as minor texture work. I worked alongside our concept artists to come up with the look for this scene. I collaborated with a designer and a texture artist to take this level from design blockmesh to finished product. Environment artist: Andres Rodriguez Wide: Andrew Watkins / Chad Russ Foliage: Artem Brizitskiy/Jonny Chen Texture artist: Ana Cho Lighting artist: Mark Shoaf Design: Junki Saita Concept: Aaron Limonick (Various others)
Uncharted: The Lost Legacy hit Playstation consoles all across the world a little more than a week ago welcoming the players and our unlikely duo of heroes—Chloe Frazer and Nadine Ross—into the enchanting world of India’s Western Ghats. While we knew that this was going to be a much shorter project than Uncharted 4, it […]