Midweek Motivation: Cyberpunk 2077 – Texturing Pipeline Using Substance
CD PROJEKT RED shared the construction of their texturing pipeline in the creation of the highly anticipated 2020 game Cyberpunk 2077, including the integration of Substance Painter and Substance Designer. Watch the Cyberpunk 2077 trailer here and read an excerpt, then follow the link to the full article.
Here’s an excerpt from the article:
How do you create your library of materials? Can you describe your use of Substance Designer?
The material library was created almost entirely inside Substance Designer (either from scratch or from scanned data as a starting point). Each material template consists of a graph that outputs albedo, normal, roughness, and metalness textures — which are tileable in both axes. In addition to creating the materials in Substance Designer, we also produced our various microblend textures. These comprise a heightmap alpha and normal map used to mask the materials. To support the painting pipeline, Mark Foreman (our Senior Environmental Artist responsible for the material library) created a set of custom generators and filters. Because, in general, the masks we produce for our assets are smaller than standard asset textures — and as the detail needed for blending between materials is added through the microblends — it was useful to have some custom generators that produced very simple, and essentially noiseless information to work with inside Substance Painter.
The 3D Texturing Suite
Inspiring, intelligent tools and content to create and apply materials for 3D. Substance Suite gives you the full toolset, always up to date with the latest features and content.
- Paint in 3D in Substance Painter.
- Create material libraries for 3D in Substance Alchemist.
- Design materials with precision in Substance Designer.
- Download high-end materials from Substance Source.
Posted by Kim Sternisha