Why Does Naughty Dog's 3D Environment Art Looks Like This?

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  • เผยแพร่เมื่อ 19 เม.ย. 2024
  • In the previous video we looked at what good optimization for 3D game resolution assets looks like. This time, we're looking at Environment Art topology, specifically from Naughty Dog's Last of Us game and discussing why it looks the way it does.
    More examples from the mini lecture can be found at:
    EMC3D/highlights
    Artwork used as examples in this video:
    Edgar A.Martinez: artstation.com/edgar_a_martinez

ความคิดเห็น • 5

  • @kasztan3279
    @kasztan3279 2 หลายเดือนก่อน +1

    Wow, I learned a few things from a 1 minute video. The last of us is the game that inspired me to start learning 3D software and it's great to see how the artists at Naughty dog ​​approached it. I would love to see longer video like that, explaining even more.

  • @junechevalier
    @junechevalier 2 หลายเดือนก่อน +6

    I still don’t quite understand what you meant by blending the texture more evenly. Can you make another video explaining it?

    • @davidwest7190
      @davidwest7190 9 วันที่ผ่านมา +2

      Basically, say you have 2 textures, brick and moss. You start my covering the mesh in bricks, then to make your mesh more unique you want to paint some moss on it. There are a few techniques to do this but the most common is to do vertex painting, which is where you assign some weight to each vertex to use the moss texture. You then get some blend between vertices assigned different weights of moss. The more vertices you have the more control you will have over the transition between the two materials/textures

  • @Daniel_Vital
    @Daniel_Vital 2 หลายเดือนก่อน +2

    This videos are way too cool for how short they are.
    When you have the time, try to make something a bit more complex ^^

  • @Owl90
    @Owl90 2 หลายเดือนก่อน

    This is way too short to be any kind of useful in any meaningful way.