You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Crafting a Next-Gen Material Pipeline for The Order: 1886
Speaker(s): David Neubelt, Matt Pettineo
Company Name(s): Ready At Dawn Studios, Ready at Dawn
Track / Format: Programming

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: 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.

GDC 2014

David Neubelt

Ready At Dawn Studios

Matt Pettineo

Ready at Dawn

free content

Programming

Programming