Tom Delboo (Senior Technical Asset Artist, Guerrilla)
Pass Type:
All Access Pass, Core Pass
Topic:
Visual Arts
Format:
Lecture
Vault Recording: TBD
Audience Level: All
For Horizon Forbidden West, Guerrilla expanded on its iconic machine look from its predecessor Horizon Zero Dawn. Our Machine and Weapons team was tasked with streamlining the way Guerrilla handles texturing and shading these incredibly complex assets. Our challenge was to create a workflow that speeds up work while supporting Game Design, Art Direction and Production.
This lecture will give insight into how we designed this procedural workflow, how this process functions altogether, and how it provided us so much flexibility that it saved months of production time
Takeaway
Attendees can expect to learn how Guerrilla developed a procedural texture pipeline using substance designer. And how this pipeline made it possible to texture unique machines within a shortened production schedule without feeling procedurally generated.
Intended Audience
This lecture is intended for anyone who is interested in texturing using a procedural process controlled by artist input. Some knowledge about texturing would increase what you can take away from this lecture.