Wireframe render in Maya\Arnold
All building share many instances and the geometry on this renders represent the highest LOD on them.
In the early stages of production, I worked with a small team of artist on the game’s vertical slide that serves as an artistic benchmark for the environment dept. It was a challenge for me to embrace the previous artist’s environment artwork, style, and design from the original “The Last of Us”. Collaborating with my team, I re-envision and recreated from the ground up, a more realistic visual style guide that includes architectural design, asset creation, set dressing and vegetation. I am humble to see how this early work inspired other talented artist in their vision for the outstanding environment art they created on other areas of the game.
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I was responsible for the first section of “Bills Town”. I worked on the architectural concept design, level modeling, props, set dressing, collision, uvs.