GDC 2014

GDC 2014 Session Scheduler

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Export Schedule:

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

David Neubelt  |  Lead Engine Programmer, Ready At Dawn Studios
Matt Pettineo  |  Lead Engine Programmer, Ready at Dawn


Location: Room 130, North Hall

Format: Session
Track: ProgrammingVisual Arts
Vault Recording: Video


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.

Takeaway

Attendees will get an in-depth look at our material compositing system and the pros and cons of our implementation, both from an engineering and artistic standpoint.

Intended Audience

This session will be of interest to graphics programmers looking for details on how to implement a similar system, as well as shading and texturing artists looking for information on new texturing workflows.