The Last Of Us CheckPoint

This is my new project: creating a section of a map inspired by The Last Of Us, specifically a Checkpoint in some abandoned city, blending elements from both TLOU 1 and 2.

Here are some references and the initial blocking of the scene.




The building painted in red is the only one that will have an interior; the others will be modular buildings.

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This week, I focused on creating different modular systems that can be combined with each other.









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This week I made progress with the base texturing of the modular buildings. There’s only one left to finish.







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Greetings @Panchot951; I hope you’re doing well! Your “The Last of Us” inspired checkpoint is coming together nicely! Did you enjoy playing The Last of Us series; if you played? :eyes:

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Hi there @Panchot951,

Hope you’re well and having a wonderful week so far :slight_smile:

As an avid-super-nerd for The Last of Us, I’m thrilled to get to watch this develop. The city design is already super impressive. Just out of curiosity, do you plan on adding the beloved clickers?

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This week I finished the modular system and its texturing. Additionally, I added sidewalks and the street, and conducted a first test with decals and their texturing.








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This week I focused on completing the central part of the checkpoint, where I modeled various sizes of fences, the main barrier, and the tent structure. I also attempted to perform Cloth simulation tests to drape cloth over the model for a more realistic look, but unfortunately, I didn’t succeed.

Additionally, I created a trimsheet for the different supports of the structure and for the fences.

Furthermore, I downscaled some textures from 4K to 2K to improve performance.






Hi there @Panchot951 !

This is coming along so well! I’m very excited to see the further details you add along the way.

Are you planning on making it just a scene or will there be added individuals to populate the scene as well?

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Haha, yes, I love The Last of Us, and the good thing about doing this job is that I got to replay some chapters and sections to take references. Thanks for your comment.

I would love to add some Clickers, but for now, the important thing is to give a good finish to the city and make it look as best as possible. If I have enough time, hopefully, I can add some Clickers throughout the map.

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For now, I don’t intend to add people to my scene. However, if I believe or see that they would help improve my scene and I have the time to do it, I would love to add people.

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Thanks for taking the time to respond. :slight_smile: Good luck with the city creation and hope it turns out exactly how you picture. Can’t wait to see it :smiley:

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No more RED CUBE!!!

This week, I focused on modeling the exterior and applying textures to the building that was supposed to go where the red block was before.

This week, I’m going to model some stands to fill in the interior a bit and also to block access to the interior.






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Thank you for the clarification! Out of curiosity, did you ever try to beat the game on grounded difficulty? It seems almost impossible to do! :laughing:

Great work on the update this week! As much as I miss the RED CUBE, it’s nice to see a more fitting structure fill its place. :office:

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This week I focused on the set dressing of my level, using vertex painting and foliage. Although I made great progress, I still have two more sectors to go, but the main and largest one would be almost finished. I just need to apply a bit more vertex painting on the buildings. I made some changes to the topology to be able to do the vertex painting correctly, especially the street, which was impossible to add loops to as it was originally done, so I had to redo a part of it. I tried applying vertex painting to the checkpoint barriers, but I didn’t like the result, so I reverted to the previous texture.

Furthermore, I corrected several collision issues that were incorrect and prevented getting close to the buildings and caused issues when walking near them.

On the other hand, I finished the exterior of the central building of the pharmacy. Now, I just need to complete it with the interior furniture that blocks access to the building.







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Hey there @Panchot951 !

This is coming along really great! I absolutely adore the foliage you used along the wall. Could I ask which asset that is or was it something you created?

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Hey @Panchot951 Love what you are doing! Check out my YT channel WO City, also inspired by the Last of us partially :slight_smile: Let’s stay in touch.

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Thank you! The foliage is from Bridge and the decals as well, everything else is made by me.

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This week, I focused on completing the central area. I reduced foliage in some areas and added it in others because, when I initially added it, I didn’t consider performance, leaving several plants hidden under others. Deleting them didn’t change the visual aspect but did improve performance.

Furthermore, I modeled, applied vertex painting, and added different foliages to the wall and tower to finalize the “final” section of my scene. The only thing left is the door, and I want to apply some decals to it with messages or references to video games.

Additionally, I added geometry to the main building and others to start vertex painting. In the main building, besides vertex painting, I modeled the interior furniture that blocks access to it.

This week, I aim to finish the main checkpoint, the tent section, and the smaller previous checkpoint that marks the start of my map. Finally, I’ll add fabric to the tent and complete the vertex painting of the different barriers. I made a couple of them this week, but I haven’t quite achieved the desired result yet.







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Hi again @Panchot951,

Hope you’ve been well :slight_smile:

Love being able to check in on this thread and see all the updates. The world the Last of Us was created in is so unique so getting to experience it again is always exciting. As for your project in particular, its coming along so well! :smiley: The foliage, building design, and scene layout all seem thoughtfully crafted and polished. The final details are going to look amazing and I’m so excited to see what the “end stage” of this will look like!

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