Steven Tang (@corphamy) header
Steven Tang (@corphamy) profile picture

https://nitter.cf/t.co/YQuyhiNGJo Tech artist, lighting artist, wannabe graphics programmer, general nerd, wtv.

Los Angeles, CA
Joined February 2016
Photo by Steven Tang (@corphamy)Photo by Steven Tang (@corphamy)Photo by Steven Tang (@corphamy)Photo by Steven Tang (@corphamy)Photo by Steven Tang (@corphamy)Photo by Steven Tang (@corphamy)Photo by Steven Tang (@corphamy)Photo by Steven Tang (@corphamy)Photo by Steven Tang (@corphamy)Photo by Steven Tang (@corphamy)
This is the indie project I worked on for the past few years, as tech artist / graphics programmer / lighting artist and 3D art director to a degree.
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Almost forgot I had a Twitter account...from back when this was still Twitter.
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Stranded. via @artstationhq artstation.com/artwork/KOm1E… Been working on this customized URP renderer in unity for half a year now. First time making something of my own in it. It's for an ongoing indie project I'm currently part of :P Character model & texture credit to Pony Dong.
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Six years, four pieces of luggage. This is my farewell to Los Angeles. Bye frieeeeends!
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This next #TheLastofUsPartII gallery is a follow up that features the Firefly hospital and its various looks. I've also added a further breakdown of the mural shader I presented last week, to demonstrate the painting, layers and uv sets used: artstation.com/artwork/NxaD0…
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This is what I do in my free time: painting miniatures. This is my first 3D printed mini, anycubic photon, 32mm scale. Got the sculpt from titan forge miniatures.
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#TheLastofUsPartll Another fun little thing I'm fairly happy with is getting the optical behavior right for the 3rd person sniper scope. Simulated thin film interference, and did some pretty simple tricks to get looking down the scope right.
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This cinematic was a technical FEAT 🙌 thank you @bearicornz for working tirelessly on these effects and @corphamy for setting the standard on our underwater look dev. I was able to squeeze in a couple of lights, too 😅
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#TheLastofUsPartll Had a lot of fun working on this "rain on window" shader. Also credits to @JaredSobotta for tuning the material!
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#TheLastofUsPartll Same shader package, slightly different application on a close-up.
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#TheLastofUsPartII Subtle additional eye highlight during gameplay. We felt that the eyes in gameplay lacked a little bit of highlight. In cinematics we can add lights to specifically make the highlight pop, but we don't have that in gameplay. 1/2
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I ended up adding a fake highlight calculated from the dominant ambient light direction. This goes on top of the cubemap IBL. It's not physically accurate and is usually only 4 pixels on screen, but it made a pretty big difference to the "feel" of eyes in gameplay. 2/2
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#TheLastofUsPartII One of the tiny things I did to our character eye shader is tuning the eye caustics. Comparison of trailer (left) and launch (right). The lighting is a little different, but you can see a stronger more focused caustic light in the launch version. 1/2
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There's not a lot of tech going on here, it's just tuned against our photo reference. The caustic might be a bit strong in a some lighting scenarios, but I ultimately decided that it looks more interesting this way. 2/2
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My first commercial title! Seeing my name in the credits is such a special sensation. Going to take some time to collect some detailed screenshots and videos of what I worked on and post them soon too!
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The Last of Us Part II launches 02.21.2020. Watch our new trailer, learn about our Collector’s and Ellie Editions, and more: blog.us.playstation.com/2019…
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“You really gonna go through with this?”
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"I'm gonna find...and I'm gonna kill...every last one of them."
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