Procedural cliffs – first tests

After experimenting with photogrammetry, despite not being in my plans, I decided to finally learn Substance Designer and try my hand at completely procedural textures, in this case organic. After being struck by the level of realism and organic...

Photogrammetry rocks

No pun intended. 🙂 Handcrafted rocks also rock. This goes to the dilemma of faster and more realistic results versus a more artistic process where you learn more about form, nature, patterns in nature, recurring elements, the character of an...

Texturing pipeline

Just a little update. Still testing texturing workflow, this time using Quixel Suite. I'm still learning the tool - started some 2 days ago. I made this texture to put the shield together with the previous assets and compare the results: procedural versus hand-crafted...

Assets pipeline, lighting tech

Since the last post, I've been working some more on the landscapes tech, but I kind of shifted focus more towards the assets pipeline. Models, textures, materials, lighting... all the elements involved in creating an immersive world for the player, in this case,...
Procedural cliffs – first tests

Procedural cliffs – first tests

After experimenting with photogrammetry, despite not being in my plans, I decided to finally learn Substance Designer and try my hand at completely procedural textures, in this case organic. After being struck by the level of realism and organic...

read more
Photogrammetry rocks

Photogrammetry rocks

No pun intended. 🙂 Handcrafted rocks also rock. This goes to the dilemma of faster and more realistic results versus a more artistic process where you learn more about form, nature, patterns in nature, recurring elements, the character of an...

read more
Texturing pipeline

Texturing pipeline

Just a little update. Still testing texturing workflow, this time using Quixel Suite. I'm still learning the tool - started some 2 days ago. I made this texture to put the shield together with the previous assets and compare the results: procedural versus hand-crafted...

read more
Assets pipeline, lighting tech

Assets pipeline, lighting tech

Since the last post, I've been working some more on the landscapes tech, but I kind of shifted focus more towards the assets pipeline. Models, textures, materials, lighting... all the elements involved in creating an immersive world for the player, in this case,...

read more

Procedural cliffs – first tests

After experimenting with photogrammetry, despite not being in my plans, I decided to finally learn Substance Designer and try my hand at completely procedural textures, in this case organic. After being struck by the level of realism and organic...

read more

Photogrammetry rocks

No pun intended. 🙂 Handcrafted rocks also rock. This goes to the dilemma of faster and more realistic results versus a more artistic process where you learn more about form, nature, patterns in nature, recurring elements, the character of an...

read more

Texturing pipeline

Just a little update. Still testing texturing workflow, this time using Quixel Suite. I'm still learning the tool - started some 2 days ago. I made this texture to put the shield together with the previous assets and compare the results: procedural versus hand-crafted...

read more

Assets pipeline, lighting tech

Since the last post, I've been working some more on the landscapes tech, but I kind of shifted focus more towards the assets pipeline. Models, textures, materials, lighting... all the elements involved in creating an immersive world for the player, in this case,...

read more