The Environments of God of War ft. Luke Berliner & Nate Stephens
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- เผยแพร่เมื่อ 18 พ.ย. 2024
- Join Gnomon School and Santa Monica Studio for The Making of God of War-an exclusive glimpse into the art and design behind the latest God of War game for the PlayStation 4. In this three-part series, Gnomon welcomes top talent from the outstanding art teams at Santa Monica Studio for an in-depth look at character rigging and cinematic animation, environment design, and character design.
Lead Environment Concept Artist Luke Berliner and Lead Environment Artist Nate Stephens take us on a journey through Midgard, Alfheim, and beyond. During the Environments of God of War panel, Luke and Nate explore the environment design process from early concept to final builds, offering insight into how the game’s look was created. Luke and Nate explain how in-game environments were built using tools such as ZBrush and Maya, offer helpful tips for building large and custom-looking assets, and discuss the pipeline processes the team built in to give them time for the little details they wanted to include.
The Making of God of War
Character Rigging & Cinematic Animation in God of War ft. Erica Pinto & Axel Grossman: • Character Rigging & Ci...
The Characters of God of War ft. Rafael Grassetti & Dela Longfish: • The Characters of God ...
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Ah, world-building in its purest form. The attention to detail you put into the seemingly limitless intricacies in the environment is greatly appreciated. I often found myself staring at structures and smaller/hidden pathways in the woods. Everything is so beautifully crafted and inspiring. I love the mythological/fantasy approach. It truly captures the imagination!
Great talk and thanks Gnomon for putting it up on YT! I had the pleasure to meet Nate in person and have to say he´s a fantastic down to earth guy. Being an aspiring Environment Artist, I wish I could be tutored by such a persona some day!
Second time watching this. For a 3D enthusiast that is into environments this talk is gold! Thank you
The most jaw-dropping environmental design and artwork I've ever experienced. Nothing would or could ever surpass it.
Honorable mention: MOOD Visual Development Studio.
fromsoftware, dark soul, bloodborne, elden ring
If you think Elden Ring has had better environmental design you're out of your mind :D
Absolutely amazing artists gods among men
Thanks, I appreciate it
Wow 😳 no engin directly from maya this is just 🔥🔥🔥🔥🔥
Thank you for posting this
Thank you for sharing. It's all about the production
I wish they would have shown one environment and a place there from zero to finish. How they put together the room and how it is being animated. This was more like promotion of their artstation account :D i mean the work behind environments was beyond amazing details. I wonder why animation programs they use to make these place into life.
They use Maya to build their environments plus a proprietary engine to have it all put together! :)
Showing how to build any place from scratch is a matter of hours hence why it is presented like this. If you want to know more, you can search Nate´s full name and then add Gnomon Workshop and he has several courses on that platform :) I know this is 2 years later but maybe this can be of use to you or anyone else who sees this comment!
I Love Gnomon school 🤟👌👌
Preproduction
Cool
16:46 hahahahahahhahaha good joke