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New Galleries and Favorite Materials

It has been a process to get to this point. I first released 18 galleries mostly focused on environment art. These galleries showcased the results that we have in-game and were the culmination of everyone’s work – the modeler, the texture artist, and the lighting artist, as well as all the other artists – that helped us achieve these levels.

In the eight galleries I will release in the coming weeks, the focus will be solely on material creation. These galleries will be dedicated to breaking down my process and showcasing how I’ve been able to author a vast number of materials on this project alone. The last time I checked, the figure was around 100 – with most of them created during the last year and a half of production.

It’s difficult for me to choose which material was my favorite to create. I really enjoyed doing all the work on the gates in front of the Capitol Building and its surrounding monuments, as well as creating the stained-glass dome inside the rotunda room. I love creating patterns and shapes. It’s something that I’ve always found interesting and challenging. I’ve been using Designer for years now and, with practice, it has become my go-to program to create intricate materials.

I achieved the look of the gazebo using multiple materials. Based on metrics, I created two trims matching the scale of every ornate part, a stone wall, and a tiling flat stone surface. All these materials blend with cracks, moss, and wetness.

Creating the main gate and railings leading to the Capitol Building in The Last of Us Part I*: I used an opacity mask and, by combining a height map with some parallax occlusion mapping in the shader, I was able to fake the thickness of the ornate details. The only geometry here is the frame of the door and the handrail. The rest is a texture made with Designer.*

Height and albedo breakdown of the gate material created for the Capitol Building entrance. Every shape and pattern has been created procedurally without using any external program.️

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Meet Jonathan Benainous

Jonathan Benainous is a Senior Environment Texture Artist at Naughty Dog. He started in the industry 16 years ago and has worked on AAA games such as Heavy Rain, Horizon Zero Dawn, and Assassin’s Creed Odyssey.