Deus Ex: Modular ‘One Texture’ Assembly Line Library Tutorial
Subscribe:  iCal  |  Google Calendar
Cologne DE   20, Aug — 25, Aug
Vienna AT   23, Aug — 25, Aug
Anaheim US   27, Aug — 30, Aug
SEATTLE US   30, Aug — 3, Sep
Vancouver CA   4, Sep — 7, Sep
Latest comments
by Youssef SALAMA
6 min ago

ArtStudio is just too good not to leave a review for. I’ve been using Photoshop on my PC for drawing, photo editing, and professional work for the past six years and when I finally got an iPad with Apple Pencil support I was really hoping Procreate or one of the numerous other drawing/editing apps would be able to replace the feel of PS. Unfortunately, even though Procreate is indeed an amazing drawing program, it still doesn’t really satisfy my need for the familiar feel of photoshop and drawing with photoshop brushes. ArtStudio Pro solved all my problems. It’s got everything you could need and MORE (I especially love their amazing smoothing/line weight algorithm and pressure customization). It’s basically Photoshop, but without having to pay the ridiculous Adobe subscription every month. The price for this app is perfect, in my opinion (and honestly it’s even a bit low, for all it’s able to accomplish) and I really want to give a huge thank you to everyone who worked on/is working on this app and updating it. You’ve saved me so much money and frustration. Hats of to you!

by Mandy Little
2 hours ago

Pretty good post. Thanks to blog author for the wonderful and informative post You may also read the website -

by servo stabilizer
3 hours ago

A servo stabilizer is a servo motor controlled stabilization systems that performs optimum voltage supply using a buck/boost transformer boost that captures voltage fluctuations from input and regulates current to the correct output. For more informetion us :

Deus Ex: Modular 'One Texture' Assembly Line Library Tutorial
21 March, 2017

Vincent Joyal, an environment artist who has worked on content for Deus Ex: Mankind Divided, shared some of his art and an amazing Modular “One Texture” Assembly Line Library tutorial that can teach you how to create similar cyberpunk spaces.

All Rights Reserved – Square-Enix/Eidos Montreal.

I’ve had the pleasure to spend a little time on the Deus Ex franchise. First and foremost I’d like to thank My Art Director Michel Lanoie for guiding me through the exotic Deus Ex Pipeline, the sharing of his overall knowledge of the franchise, made me a better artist. I also want to thank many other people most notably: Thomas Rodrigue, Hubert Corriveau, Matthieu Gallais, Philippe Gagné, Ange Sarric, Gabriel Barbe, Louis-Vincent Roy, Erwan Fagard and Gabriel Van De Walle. The screenshots are a mix of Deus Ex: Mankind Divided, Deus Ex: System Rift and Deus Ex: A Criminal Past. I also took the liberty to create a tutorial of a pipeline I created by refining known methods. The Tutorial is entitled ” Creating a Modular “One texture” Assembly Line Library”. Hope you like it!

Vincent Joyal 

Modular “One Texture” Assembly Line Library Tutorial


Featured comment

Ok I just wanted to comment after reading the article, the methodology for using a single 1024 x 1024 image for storing ALL TEXTURES as a modular encapsulator is not a new idea, and if you look at how sprites were made and used back in the 8bit days, particularly with the NES, you will see that this is exactly what they did, as it was ONE LIBRARY. Back then the sprites allowed for palette swapping, which brings me to the main idea I’m trying to convey: We can learn so much from how things were done in the past, because they had to make do with much less. We take for granted raw CPU/GPU power nowdays, but it’s always good if we can take that performance further by squeezing everything that we can out of the resources at hand.

Swami Gattas


Leave a Reply

1 Comment threads
0 Thread replies
Most reacted comment
Hottest comment thread
1 Comment authors
Felix Voigt Recent comment authors
Felix Voigt
Felix Voigt

Very interesting article.. I have but one question: can you explain why it is forbidden to flip tiles/UVs in Step 6? I have just tried it in max with my own trimsheet and mapped a plane on it, and then I have turned a piece in the UV – it seemed like the shading was still totaly fine for this piece. My Idea was to first model my environment modules and then map parts of it to the trim sheet.