I had two roles on The Last of Us: Part II, one as the vehicle specialist (asset creation, art/technical pipeline, management of library) and the other as a level artist (textures, shaders, assets etc).
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I'll be posting a gallery for each of the vehicle 'looks' that I created, this was termed the 'base' look and was generally the default appearance for vehicles that featured in dry levels, with the exception of Santa Barbara, for which I did a 'sun-damaged' shader variation (more on that later). In most cases I would work in a test scene and then would further refine the shaders and models once background artists had placed them in their levels. While I modeled a lot of vehicles, most of the difficulty was in working with the shaders and in managing all of the layers and their interactions with one and other whilst making sure that the end result wasn't too busy with details. I spent a lot of time going back and forth with different weathered appearances to the cars, but in the end was quite happy with the final look for these 'base' variants.
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The Last of Us: Part II...background information on vehicles
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There are 500 vehicles in the Naughty Dog vehicle library, all created for The Last of Us: Part II
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Given the scale of the project and the amount of vehicles that were depicted in concepts, I knew that accepting the responsibility of being the vehicle specialist, on top of my other level art responsibilities would be a huge challenge. Without a dedicated team to work on vehicles for the duration of the project, I focused on developing a pipeline that could not only produce the highest quality assets, but that could also be done within an efficient time frame.
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While I modeled a large amount of vehicles, often saving the 'hero' vehicles or the entire military series for myself, I am also incredibly thankful to our outsource vendors for their help with many vehicle modelling/uv'ing tasks. There are many vehicles that our vendors modeled almost entirely before I would then receive them, add additional details and carry out my texturing/shading/technical setup pipeline.
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I'm also indebted to my friend Tyler Moore, in the final stages of production he was invaluable in helping to troubleshoot the thousands (!) of collision, traversal, cover and melee bugs that we ran into. Tyler also was instrumental in ensuring that background artists had the vehicle variations they needed. I had set up the template materials to define the 'looks' for each vehicle type and Tyler did a great job of propagating those looks to other vehicles when bg required them, as well as helping to optimize 'the fleet' when the time came.
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I'd also like to thank my Leads, Andres Rodriguez and Christian Nakata for trusting me with such a monumental task and for their support along the way, as well as Waylon Brinck, Florent Devillechabrol, Ke Xu, Steven Tang and Dongsub Woo (and many others) for their technical and graphics expertise that was essential in the process.
In total artists had around 500 vehicles to choose from and place in their levels. I never wanted to player to start to notice repeating vehicles in game and have that break immersion
Some vehicles also used decals to add branding or identity, other interactive elements like this rear broken window I modeled, before co-coordinating with our foreground department who would make them fully breakable in game