Technical Art Director Krzysztof Krzyścin discussed with Magazine by Substance the team’s texturing pipeline for Cyberpunk 2077 using Substance Painter and Substance Designer.
Technical Art Director Krzysztof Krzyścin revealed the production details of Cyberpunk 2077 and discussed the team’s texturing pipeline in Substance tools.
In the interview, he discussed the art direction of the game, ways of keeping the style of the classic cyberpunk genre, and how it differs from other projects he has worked on.
Diving into texturing workflows, Krzysztof talked about the need of finding new ways for materials creation and revealed some tools they’ve used within Substance, including Helix/Perforce for data repository and Visual Studio for code and scripts that are managed by their own build system.
“Artists work mostly in Maya / 3ds Max, and our layered pipeline goes through Substance Painter / Remote Browser. Material library textures are done using Substance Designer, all the material templates are edited using an internal app (Material Library Manager). Most of the artist tools are also exposed via custom shelves or plugins so they are accessible from different programs. Game resources are created in REDengine and can be edited by a handful of different editors. And last but not least, for project management we use Jira. “
Krzysztof Krzyścin via Magazine by Substance
The team also created their own material library, multi-layer shader system, and Remote Browser that connects REDengine and Substance tools plugins. Read the full interview on Magazine by Substance. 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