Website powered by

The Last of Us Part II — Ellie's Pump-Action Shotgun: Standalone Asset Showcas

Following up on the cinematic "Gunsmith Workbench" scene I previously released, I wanted to share a dedicated, standalone studio showcase of the sawed-off pump-action Remington shotgun asset itself.

By popular demand, this update strips away the environment layout to focus purely on the hard-surface execution and the brutal, high-fidelity texture work built from scratch using Blender (Cycles) and Substance Painter.

The Core Focus: Weathering, Degradation, and Survival.
We wanted this asset to tell a dark, unforgiving story. This shotgun has survived the absolute worst of Seattle's weather anomalies and apocalyptic brutality. Every single square millimeter of this Remington has been textured to reflect severe environmental degradation:
• Layered Rust & Oxidation: Simulating iron rot and oxidation accumulated from continuous exposure to relentless rain, freezing snow, and damp, abandoned basement air.
• Blood & Gore Displacement: Layered dried and wet blood coagulation paths baked into the steel receiver and wooden stock from vicious close-quarters survival combat.
• Accumulated Dust & Heavy Mud: Deep dirt, dust, and dried soil occluded inside the industrial factory stampings ("Worcester Mass USA") and mechanical friction grooves.
• Weather-Beaten Timber: Wood varnish that has been completely eroded by moisture, wind, hand sweat, and mechanical wear, exposing raw, splintered, and dry organic grain fibers.

Technical Breakdown:
• Custom node-based shader pipeline using Specular Tint parameters to perfectly capture heavy, oil-finished metallic rim-reflections.
• Micro-scratch and linear wear distribution to trace mechanical pump-action movement.

A massive thank you to the brilliant team at Naughty Dog and Sony Interactive Entertainment for establishing an art direction that continuously inspires weapon and environment artists across the global gaming industry.

Special Credits & Grateful Thanks:
I want to say a huge thank you to Olga Adrianova (Head of 3D Department at Kevuru Games) for her exceptional guidance, artistic insights, and invaluable support throughout the creation, rendering, and formatting phase of this asset.