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THE LAST OF US PART II — BOW & ARROW (FIRST-PERSON FAN-ART)

This is the 5th project in my The Last of Us Part II series. For this cinematic first-person shot, the main focus was achieving a high-end AAA look on a kitchen-studio setup through smart visual trickery and hardcore optimization.Key Features & Optimization Tricks:Manual Micro-Detailing: Every single water droplet on the bow and the string was modeled and placed completely by hand for perfect specular control under the camera angle.Environment Mirroring: To build an infinite, dense forest without overloading the GPU, I used two identical 2D plates, flipped one horizontally, and seamlessly stitched them behind the 3D foreground assets.Atmospheric Volumetrics: A global volumetric cube was used to blend the 3D models with the flat background, while the enemy's torch uses a simple alpha-card to cast realistic, cinematic bloom in Cycles.Lighting: A cold, overcast HDRI combined with targeted spot lights to carve the hand out of the dark.Software:Blender (Modeling, Layout, Cycles 4K Render)Photoshop (Final Compositing & Color Grading)Special thanks to my mentor, Olga Adrianova — Head of 3D Department at Kevuru, for the guidance!