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Session Name:

Crafting a Next-Gen Material Pipeline for The Order: 1886


This session will cover an overview of the shading and material pipeline developed for The Order: 1886, both from a technical implementation standpoint as well as looking at the art pipeline built around it. We will discuss our trials and tribulations in implementing a physically-based shading model for a next-gen platform target, as well as our more novel material inheritance and compositing system. This system was developed to simplify and accelerate the texturing process, as well as ensure a more consistent and high-quality material response across a large body of production content. We will also cover our texture and material pipeline from 3D scan acquisition through engine integration, offline compositing and run-time layer blending.

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  • GDC 2014
  • David Neubelt
  • Ready At Dawn Studios
  • Matt Pettineo
  • Ready at Dawn
  • free content
  • Programming
  • Programming