Creating Cyberpunk 2077 World with Megascans Assets

The Quixel team talked to Lead Environment artists at CD Projekt Red, Kacper Niepokólczycki and Michał Janiszewski, and discussed the team’s approach to building a futuristic world using Megascans assets. 

Kacper Niepokólczycki and Michał Janiszewski, Lead Environment artists at CD Projekt Red, joined the Quixel team to discuss the environment creation for Cyberpunk 2077 and shared the details of working with Megascans library. 

In the interview, Kacper and Michał discussed the art direction, references, and visual style of each district of Night City, how the team achieved the balance of storytelling and exploration in the game, revealed some details of the environment art team collaboration with the level design team. 

Although the team has built its own texturing pipeline based on custom tools and integration with Substance Designer and Substance Painter, the team has relied on Megascans collections for a variety of details of each district. 

And a huge advantage is that all the assets come with LODs [level of detail], which helps a lot with optimization. Others, however, using source LOD and normal maps directly from the Megascans library, required some adjustments to fit with our other assets. With our custom pipeline and using mesh source geometry and normal maps, we were able to create albedo textures when needed to make the asset better fit our needs.

Kacper Niepokólczycki

Read the full interview with the discussion of the 8-year development process on the Quixel website. Don't forget to join our new Telegram channel, our Discord, follow us on Instagram and Twitter, where we are sharing breakdowns, latest news, awesome artworks, and more.

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