The Last of Us - PS3 & PS4 (Remastered)

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Re: 'The Last of Us' - new IP from Naughty Dog

Sort of finished with the winter version of Ellie, the hoodie still needs work since it needs zipper and stuffs. Painted the hair with a little more red/brown. Wish i could make a diorama like MarfMaster's, Joel and that scene fits perfectly, Great work!. I'll just probably settle for a generic scalestore scene diorama in the future. :lol

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Re: 'The Last of Us' - new IP from Naughty Dog

ellie like, but not Ellie
"<insert name> like, but not <insert name>" can be said for pretty much over 99% of figure portraits ever released, & customs ever bashed :lol
 
Re: 'The Last of Us' - new IP from Naughty Dog

"<insert name> like, but not <insert name>" can be said for pretty much over 99% of figure portraits ever released, & customs ever bashed :lol

Oh I dunno - I treat em on a case by case basis. No disrespect to whoever did the sculpt - its a fully realized, excellent piece - just has serious likeness issues....
 
Re: 'The Last of Us' - new IP from Naughty Dog

It would be cool if someone made a better sculpt/painting, but so far only kai and iminime are available. I tried to see if i could fix her up in photoshop, maybe someone with crazy skills can fix her sculpt. The nose on iminime does seem better, but that hair...:slap

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Re: 'The Last of Us' - new IP from Naughty Dog

Sort of finished with the winter version of Ellie, the hoodie still needs work since it needs zipper and stuffs. Painted the hair with a little more red/brown. Wish i could make a diorama like MarfMaster's, Joel and that scene fits perfectly, Great work!. I'll just probably settle for a generic scalestore scene diorama in the future. :lol

Nice, I like the winter look. :rock
 
Re: 'The Last of Us' - new IP from Naughty Dog

Awesome work on winter Ellie, JT! :clap


The figure and dio are excellent, Marf!

Thanks, Zebra!

It would be cool if someone made a better sculpt/painting, but so far only kai and iminime are available. I tried to see if i could fix her up in photoshop, maybe someone with crazy skills can fix her sculpt. The nose on iminime does seem better, but that hair...:slap

View attachment 100541

Great comparison lineup, definitely highlights the shortcoming of both sculpts.
 
Re: 'The Last of Us' - new IP from Naughty Dog

SOURCE - Polygon

How Naughty Dog created a partner, not a burden, with Ellie in The Last of Us
By Megan Farokhmanesh on Mar 22, 2014 at 1:00p

Ellie, the spirited and foul-mouthed heroine of post-apocalyptic action adventure game The Last of Us, was designed to echo the player's experience in the game's world while acting as a useful partner, Naughty Dog's Max Dyckhoff said at Game Developers Conference 2014.

The gameplay engineer explained the character's design choices in the GDC panel "Ellie: Buddy AI in The Last of Us." The first step, Dyckhoff said, was to treat the character as a person.

"To me, Ellie is my second child, and everything I did about her, I was thinking about what she was going through as a character and a human being as well," Dyckhoff said. "I tried to think what her relationship with Joel and the enemies would be, and if I was a person in this world what I would be doing."

Naughty Dog wanted Ellie to remain close to the player in any given scenario without being annoying and without "cheating " — teleporting or causing too much chaos. To that end, the character needed to be helpful in battle and not blow cover during moments of stealth.

"If she's just staying close to you, she's just going to be an escort quest," Dyckhoff said. "... If she does stuff, you're going to care about her even more."

Ellie's tendency to stick with Joel was influenced by developer's desire to keep players from blaming Ellie at any point. If she's always with Joel, Dyckhoff said, then her actions are no more stupid than the player's. Part of Naughty Dog's original design for the game included having to save Ellie even if she was far off-screen, but the mechanic was drastically scaled back to keep her from being a burden. The character will also occasionally offer support in the form of items — another element reduced to keep her from being an "ammo dispenser" — or even take down an enemy to save the player.

During stealth sections of the game, Ellie was designed to hurry to Joel for cover, while Joel will naturally put his arm over her as a way of protection. This animation helps build the relationship between the two characters.

"This is a father-daughter relationship you're looking at," he said.

Other small animations or actions that took place during non-cutscenes helped build Ellie's character as well. Ellie will explore different areas in the game on her own. She'll whistle, fidget and make off-handed comments as players wander. She is, in some ways, a representation of the player, Dyckhoff said.

"Ellie is, in my opinion, the star of The Last of Us," Dyckhoff said. "She's not world weary like Joel, the protagonist. She's seeing everything outside of the city for her own for the first time like the player is. She's afraid of scary things, much like we as players are too. We see violence and she's disgusted by it.

"To this end, she's a very important character. She is, to me, the real character in the game you should be thinking about."
 
Re: 'The Last of Us' - new IP from Naughty Dog

SOURCE - Polygon

How Naughty Dog created a partner, not a burden, with Ellie in The Last of Us
By Megan Farokhmanesh on Mar 22, 2014 at 1:00p

Ellie, the spirited and foul-mouthed heroine of post-apocalyptic action adventure game The Last of Us, was designed to echo the player's experience in the game's world while acting as a useful partner, Naughty Dog's Max Dyckhoff said at Game Developers Conference 2014.

The gameplay engineer explained the character's design choices in the GDC panel "Ellie: Buddy AI in The Last of Us." The first step, Dyckhoff said, was to treat the character as a person.

"To me, Ellie is my second child, and everything I did about her, I was thinking about what she was going through as a character and a human being as well," Dyckhoff said. "I tried to think what her relationship with Joel and the enemies would be, and if I was a person in this world what I would be doing."

Naughty Dog wanted Ellie to remain close to the player in any given scenario without being annoying and without "cheating " — teleporting or causing too much chaos. To that end, the character needed to be helpful in battle and not blow cover during moments of stealth.

"If she's just staying close to you, she's just going to be an escort quest," Dyckhoff said. "... If she does stuff, you're going to care about her even more."

Ellie's tendency to stick with Joel was influenced by developer's desire to keep players from blaming Ellie at any point. If she's always with Joel, Dyckhoff said, then her actions are no more stupid than the player's. Part of Naughty Dog's original design for the game included having to save Ellie even if she was far off-screen, but the mechanic was drastically scaled back to keep her from being a burden. The character will also occasionally offer support in the form of items — another element reduced to keep her from being an "ammo dispenser" — or even take down an enemy to save the player.

During stealth sections of the game, Ellie was designed to hurry to Joel for cover, while Joel will naturally put his arm over her as a way of protection. This animation helps build the relationship between the two characters.

"This is a father-daughter relationship you're looking at," he said.

Other small animations or actions that took place during non-cutscenes helped build Ellie's character as well. Ellie will explore different areas in the game on her own. She'll whistle, fidget and make off-handed comments as players wander. She is, in some ways, a representation of the player, Dyckhoff said.

"Ellie is, in my opinion, the star of The Last of Us," Dyckhoff said. "She's not world weary like Joel, the protagonist. She's seeing everything outside of the city for her own for the first time like the player is. She's afraid of scary things, much like we as players are too. We see violence and she's disgusted by it.

"To this end, she's a very important character. She is, to me, the real character in the game you should be thinking about."

Ellie was perfectly created for the game, she never felt like dead weight. Plus with her being invisible to enemies helps :lol


Did you get the Iminime head? I just can't invest anymore money into Joel, aside from some more accessories from Maisto.
 
Re: 'The Last of Us' - new IP from Naughty Dog

Did you get the Iminime head? I just can't invest anymore money into Joel, aside from some more accessories from Maisto.

No, I really want to. I'm like you in that I've dumped so much money into him, another $150 (plus shipping) is a tough pill to swallow. I love my commando head. If I'm going to throw more money into my Joel, its more more of Maisto's accessories. I still need to get a relaxed bow from him and would love the El Diablo. I'm also hoping he attempts the hunting rifle. That would be the ultimate accessory for me.
 
Re: 'The Last of Us' - new IP from Naughty Dog

I think he should do another set of holsters that are cut to fit the El Diablo since the scope would hinder the current one.
 
Re: 'The Last of Us' - new IP from Naughty Dog

Maybe we can mail him the holsters we already got and he can mod them?
 
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