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 feel that some amazing...
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...
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...